Also working on a title/menu screen... most of my time has been trying to learn how to program the menu, sound component etc, but also lots of fun fiddling with shaders and stuff :)
The audio is a bit crummy, but it's THERE haha so my sound setup at least functions!
I added an animation for the gate, and I have these spinning wireframe thingies to indicate how many dungeon attempts you have left... tried to sow you're "spending one" to enter the dungeon
"I'll just quickly put doors in"...
2 days later I'm still implementing endless new systems just to make doors work...
added the B button above actionable props, scripted player anims, line up position with prop, animated light effect, player depth sorting system, hud transitio
Same here. It took me 3 hours to refine my google image search to get these exact results. The Keanu Reeves, the perfect visible feet. It was a joy to achieve results I couldn't have previously.
There's no doubt in my mind that making AI art is real art.
I spent about 1.5 hours tweaking things to produce these visuals. The hair, perfect red lipstick color, focus, eyes, wrinkles, theme, reflections, clothes. It was a joy to achieve a result I couldn't have previously.
Okay final tweet on this, I've got it all finished up woo! Going in the door, loading scene, and coming out the door on the other end :)
I tried to subtly disappear/reappear the item in your hand, so it hopefully looks okay carrying something through...
Now I'm done :D
A little more art for the adventure game :) we're rushing to get things done before pax aus in 5 weeks, so no time to detail the train and do all the secondary animation details... yet!
Here's our new launch trailer for CRAWL on Switch, this time playing in the Twitter window hehe woo!
All 100% family friendly now, and definitely no horrific cosmic nightmares...
A closer look at the potion bottle/blood refill stuff :)
Trying to show how it's not a scripted aniamtion, you have analog control of the bottle (and all other items) to collect the blood, or pour it out or drink it etc
Fairly happy with my idea for "minimum viable tutorial" which is an area you can experiment while it shows the controls and highlights what actions you're triggering
Yay my button-powered platform works! Not super exciting, but they're an important ingredient- especially in the early biome for teaching basic item grabbing/dropping stuff :)
Working on making all the weapons play/feel differently :)
This is the 2 handed sword- now requiring a hold/charge to strike... release early or tap to hit with the hilt and bump enemies back, or release at the exact moment for a critical strike... a little like active reload
Okay I wanted to fiddle the title text to have it overlapping the scene transition moving into the dungeon, which was kinda fiddly and really not what i should be pumping time into haha
Regular Human Basketball is 100% OUT and I have a completely stupid new trailer... and it has online multiplayer!
Choose your store:
No giant mechanical death machines here!
putting in a very simple "starting enemy" who just walks at you and soaks up hits :)
working on getting a good core set of enemies in to make combat scenarios for pax aus in a fe weeks!
Okay cooking basics are in, I can now brew a healing potion :)
Now to set up all the different recipes etc, then various feedback fx work... THEN onto enviro gen!
Close to having full gameplay loop :)
Enemies activate on timers...
They hang around in the darkness, being pulled more into the light as it gets closer to spawn time, then a small indicator above the head to show "just about to spawn"
Kill em to collect gems to unlock doors
Got my little fake liquid setup working woo! This will be a little healing fountain thing when it's finished :)
First time building a plane from code and directly manipulating the verts- wound up simpler than I expected yay!
Working on the boss for the first biome in Acid Knife :)
Currently just stomps and plays Scissort Paper Rock (or FIre Water Leaf) but I've got a few more move to add
Testing out my centipede segments. Pretty happy in general, but still need to animate the skull, make the "vulnerable point" segment variant, and come up with some kind of cool stinger or something for the end segment :)
Starting to get the water going- got it detecting distance to floor, placing a little sploosh at the bottom, and scaling/positioning based on angle of bucket... I still need to make it a bit wobbly and make it stretch to meet the ground over time, not just instantly etc
Finally got enough of my base mechanics in to start testing out some basic combat scenarios- wooo! Sorry about the shaky camera, was a bit of a rush job to capture something hehe
Okay all reacting nicer with dampening- I can really mess him up and it looks okay :)
The "flying in" animation is just a position lerp, but the legs and the body flop do a lot of basic animation for me- adding a tiny bit of simple keyframe on the top should be pretty simple :)
Had to capture some footage for our PAX Aus booth, so may as well share some skeleton-worm b-roll :)
Still a little way off being able to fight these guys for real, but all the pieces are in place, just need to add their flying movement behavior to my base enemy class :)
Okay I've got the basics in for build-bench type props, combining items into other items etc :)
Closer and closer to playing through a full dungeon loop
Continuing experiments with this style. Particular focus on how things become more and less warped/clear/visible as they move in and out of light, using generally 3 colors.
The neon exit sign was a random idea, but I don't think it really worked out. Otherwise quite happy tho!
Wasted the whole day yesterday getting nowhere on an active effect for this void gate... but today I realized I already made the perfect effect, just needed a little repurposing :D
Okay anim is done for reviving back from triangle form :) planning to add some kind of dust-puff fx at some point, but the whole system is done for now- woo!!!!
I have it loading the target scene correctly :)
To keep the smoke up I had to convert the rendertexture to texture2d on the frame before loading, so it doesn't get wiped on scene change, then back to render texture when new scene is in...
that hitch is the new scene loading :)
10 years ago now
@duzzondrums
& I were working on our first attempt at an original IP together- Shelton 5!
It got canned when the company went out of business, but I still have this little clip from my old demo reel :)
Lots of random physics fixes for the branch carrying :) Getting the huge branch over the wall feels like a struggle in the right ways, and yanking the branch is all feeling pretty intuitive
Slowly getting this sequence all working... Death -> become a wirefame triangle thingy and float around -> Exit the room -> kicked out of dungeon
Next up animating the body reforming around the triangle :)
Okay I'm just about done with trees! Tweaked the code to get the mass->log translation a little more accurate :)
Just some vfx THEN I CAN FINALLY MOVE ON FROM MY TREE PHYSICS PRISON!!!
The design is finally solidifying on Acid Knife!
May as wells share this new way to refill your healing potion :)
I really should update the steam page now I have a clear idea what the game is going to be- that thing is all waaaaaay out of date!
Finished on the "flop" component to give the body parts some weight, made some tweaks to the procedural legs... next is a little "twitch" component to get the moth twitching around and moving a little while he's idle.. another rote animation job I'm hoping to replace with code :)
Alrighty! Another game from us- Build a colossal date for a lonely monster in KAIJU SUPER DATETECH! Solo/co-op/verses for up to 10 players. Free/PWYW. Out now!
Holy crap, my weird hacked fake projectile physics actually work?!?!? Even spawning them half-inside objects is coming out right? I did not expect that haha... I had so much time allocated to redo this like 20 times woo!
For anyone interested, this is how I animate the blood splooshes- they also have some shader stuff to warp them and make them drip down, but mostly just a few gradients with an alpha threshold so I can animate the thresh value to make them warp from big blob down to droplets