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Prototype core features of my game "Handle It"

Dilem GameDev DK30 Spring 2019 0 0

Description

I am planning to develop core systems for the game prototype I am working on. The systems need to work well enough to be used in prototyping, but don’t have to be polished to perfection, since the design of the game may change. I just need something I can use while prototyping.

Recent Updates

Dilem 6 years ago

All done! Changed my mind and decided to do the results & reflections today.

Dilem 6 years ago

All goals achieved. Will do the postmortem later.

Level building Timelapse with all the features done during the 30 day project

Dilem 6 years ago

Week 4 is here. Did some work today. Reworked UI for the breakable door (tied it to the door so it’s all in one place). Prefabbed all of the things created in last few weeks, so now they can just be added to any level. Next up is code cleanup and testing to make sure it all still works.

Dilem 6 years ago

Week 3 is done.

Results: Breakable walls - done. Jump Pads - done. Ground Stomp - done. However the stop is not ideal. It does the job, but player can still grab while performing the stomp. Allowing them to propel themselves further than intended. In week 4 I will need to disable grab when while stomp is performed.

Dilem 6 years ago

More progress! :D Breakable door prototype is done.

A certain amount of force needs to be applied to the door before it gives in and breaks. Programmed both functionality and some UI elements to show what’s happening, otherwise without them it wasn’t clear what player needed to do. It also helps debuging.


Video showing functionality: YouTube Video link

Dilem 6 years ago

Progress is being made!

Jump pad prefab is done:

You can also see power draining over time and player dying when it is out. Power is also drained by actions, but not seen on the gif.When power hits 0 player respawns, the gif looks a bit confusing.

Dilem 6 years ago

Power system done. Respawn system fixed, player is now listens for respawn event and resets its velocity and hand state when respawn event is triggered.

Dilem 6 years ago

Week 2 has come to an end and overall I have made some progress. Goal: Health system [Complete] Power system [Transfered to week 3] Re-spawn system [Complete]

Video showing the health and respawn system (apologies for clicking): Demo Video

Player now has health and it hits 0 player respawns at the last checkpoint. There are also damage burst area (red), damage aura area (yellow-ish), healing aura (lime) and healing burst area (green).

The respawn system still needs work. While player does respawn, only their position and health are reset, all other values, like velocity, don’t. This will need to be fixed in polish in week 4.

Also while power system had to be transfered, it is pretty much exactly the same as health at its core, so it shouldn’t take too much time.

Dilem 6 years ago

Continuing project from week 2. I know that everyone starts later, but Ludum Dare 44 is on 27-28 and I want to finish this 30 day project before the LD 44, so I can participate.

Estimated Timeframe

Mar 30th - Apr 26th

Week 1 Goal

Analyze the game design document and outline the features that are required to be coded for the prototype.

Week 2 Goal

Program:

  • Health system.
  • Power system.
  • Re-spawn system.

Week 3 Goal

Program:

  • Ground Stomp.
  • Breakable walls.
  • Jump Pads.

Week 4 Goal

General polish of features.

Tags

  • gamedev
  • unity
  • game
  • games
  • programming
  • prototyping
  • C#