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Randomancer Prototype

Marth GameDev DK30 Quarantine 2020 10 13

Description

Since I am freshly single again might as well put my newfound time into the game project that occupies my brain for over half a year now. Its a action rpg where you try to defeat the evil randomancer.

Recent Updates

Marth 5 years ago

So it has been awhile… This project has not made progress in the days since my last update but as of today I am working on it again and I finally managed to implement my ranged attack correctly.

It currently does an overkill amount of damage because of my current collision handling but it works.

Now to get back to my cutscene and other stuff… I try to get as much done as I can until the deadline but this project will go on futher and I plan to get my demo level playable by end of May.

Marth 5 years ago

First cutscene trigger got improved but is not finished yet. Also started on the next trigger which is just a scripted event that has to happen.

Next plans are the weapon pickup and finishing the trigger systems. Also need to work on speech bubbles for my player (and potential npcs) I have an idea on how to do it. And a camera shaker has to be implemented.

Marth 5 years ago

I implemented my first cutscene trigger for a important event. Now I am working on said cutscene and the ramifications it brings.

Also reworked the enemy behavior to be a bit more realistic. Before they could track the player from anywhere on the map, now they have a reaction radius and wander around randomly when the player has not been sighted yet. Need to work on the attack pattern next.

Marth 5 years ago

I did little to nothing on my project this past week but I am now trying to get back on track.

Added some UI stuff and more player variables and added some more basics for the stage. Next plans are new enemy behavior. They need to be dormant until the player gets near them and then slowly move towards player and once the target is in range they try to take a swing.

Marth 5 years ago

Progress has been slow. Tutorial level is in the works but because of more work and other things coming up this week I have not been doing much. But I implemented a transperancy effect so thats nice. And I have a defined goal now for the remaining weeks. Getting the tutorial level done.

Player starts in a forest sleeping, getting woken up by a loud noise followed by an earthquake. Then walks towards their hut to get a sword but gets hit by a weird crystal that they have to defeat. Then getting the weapon and fighting some strange but weak monsters to get back to a town to find out what happened. At the end of the level you encounter a boss. Level should teach you the basic moves (walking, targeting, dashing, attacking, strong attack) give a few level ups and drop some loot while also hiding some secrets.

There is a lot in my brain and I hope I can implement all of it in a satisfying way.

Marth 5 years ago

Yesterday was mostly me thinking about my tutorial level and I have decided on layout and structure and today I am working towards implementing a mockup of it. At the same time it is supposed to bring you right into the story of the game.

Hope I can achieve what is currently in my brain.

Marth 5 years ago

Today I was feeling better and started working on the map/scenario for my first level. It plays in a forest where the player witnesses a calamity happening and has to collect his weapon and fight the first few monsters and then start their journey to find out what happened. Since I have been working on this story for a while now the basic ideas of the story are pretty much done and also the environment is already sorted out. Basically I am done with pre-production except for choosing an artstyle I think.

Anyway I was getting ahead of myself. I drew some basic world and region maps and will try to finalize the layout tomorrow and then throw an adaptation of that into Unity.

Marth 5 years ago

Past few days have been hard on my motivation. But I decided to do something today and started working on a secondary attack which is basically a fireball that shoots out from the player. Did not make much progress and at the end I realized that my fireball should not be a child of the player because while it moves in the correct position it starts rotating with the player while moving. So need to uncouple it and just give it the values of the player at the casting point. Will do that tomorrow. Other then that I think I should start working on the first level on the game. The prototype is working so far and I can tweak it if needed and this game is supposed to become a serious attempt at game making. I have to many rough prototypes already.

Marth 5 years ago

I reworked a bit. Remade my temp graphics. And implemented the rest of the basic systems. Damage, XP, spawning of enemies, collisions and movement are all working and should be a pretty solid foundation I can expand upon.

Marth 5 years ago

Did some refactoring of my code to make it easier to progress from here. Mostly renaming variables to improve their glance value. Also added a bit of other stuff for the leveling system.

Marth 5 years ago

After I took a day off I continued working on the fighting system. Colliders are in place now the things need to to some damage to each other and die accordingly. Also added a small improvement to the player graphics system that turns him in the direction he is moving.

Marth 5 years ago

Another day of small progress but progress nonetheless. Movement and attacking on both sides is now in its basic stage. Its very basic stage. Needs lots of refinement but I can progress from this. Here is how it looks, and I know it does look pretty bad :D

Marth 5 years ago

Another day another update. I have been doing only small steps but any progress is good. Movement is set. Top speed movement also implemented. Currently working on Enemy tracking and simple AI. And next up is the basic fighting system. Currently I don’t want to share screenshots atm because I am moving awful rushed paint mockups and Unity UI sprites. :D

Marth 5 years ago

So I should go to sleep but my brain wanted to get this tested. At first Force based movement felt way to floaty for the feeling that I want to achieve. But with a combination of high force and high drag I can manage it better than expected.

Next will be top speed movement and I already have ideas for that but it will have to wait until tomorrow.

Marth 5 years ago

Switched to a new 2D project and now working on the movement. Experimenting with the Rigidbody2D and getting Collisions to work properly.

Current focus is on kinematics and whether or not I need it. Maybe I work only with simple translations.

Marth 5 years ago

Have to decide on 2D or 3D. Its a hard decision but I now tend towards 2D for the simplicity of the movement and battle system.

Marth 5 years ago

Alright step one was jumping over my shadow. I have this habit trying to reinvent the wheel. I wanted to make my own 3rd person controls but decided that for now I will use an existing asset pack. It will provide basic movement and camera controls.

Estimated Timeframe

Apr 13th - May 24th

Week 1 Goal

TBD

Week 2 Goal

TBD

Week 3 Goal

TBD

Week 4 Goal

TBD

Tags

  • indie
  • gamedev
  • marth
  • action
  • rpg
  • game
  • apple
  • honeycrisp