Coder With A Blog: October 2013

Monday, 28 October 2013

Day 16: New buildings, Doors, Arrows, Health, Attacking enemies, Fountains and paths!

Hey guys!

I've been really busy today implementing a load of new features that I'm sure you guys are going to love! First off, A new building has been added next to the tower. It's just a small house that will probably be the start of the storyline, but I'm happy with how it turned out and it should lead to stores and more homes popping up around soon! Next, doors have been added! Walking up to a door will let you walk through it, However I want a more interactive opening and closing method so that you can lock yourself away from enemies and so on! Next, a new arrow counter has been added in the top left corner of the screen next to the key indicator. You can pick up fired arrows and will eventually be able to get them as loot from enemies. A health indicator has been added to the bottom left of the screen, and enemies can now attack you (with a 100% hit chance, needs to be tweaked so that they miss!). If you are holding a shield, the damage is negated until the shield wears out, which is quite useful but possibly overpowered (I'm not sure whether to destroyed shields once they wear out or just have it regain health over time). Finally, A fountain has been added in front of the towers along with gravel paths which link up your house with the castle.

Screenshots!:





Keep on coding!

Saturday, 26 October 2013

Day 14: Critical Hits, Thermals and Improved HangGlider!

Hello :D

Spent a lot of time trying to fix strange bugs and model a boss today, but I've managed to get some nice improvements in to controls and combat! Hitting an enemy while in mid-air will cause a critical hit, which deals twice as much damage as a standard hit. HangGliders now allow you to dive to drop quickly, and lift up to slow down! Finally, I've added a new thermal system (recognisable by gusts of wind) that allow you to gain height in the hand glider! They're only visible while flying, so they don't stand out in the map or anything! Finally, the damage indicator font has been changed slightly!

Screenshots:


Friday, 25 October 2013

Day 13: They See Me Rowing, They Hatin'

Woop! Getting closer to alpha :D


Today (well, technically yesterday and today) I added boats! If you land on water of any type, the boat will instantly appear and allow you to sail around. I've also been working on the boss A.I. and it should be ready for the alpha release!


Thursday, 24 October 2013

Day 12: Hang Gliders and Crossbows!

Hey guys!

Sorry about not posting yesterday - mid term exams are keeping me busy ;) Anyway, Today, I've managed to add crossbows that can fire arrows at enemies, and Hang Gliders, which allow you to soar around the map for a limited time before landing you on the ground :D I've also begun working on the first boss in preparation for the Alpha release, and randomly generated dungeons should make an appearance too!




Tuesday, 22 October 2013

Day 10: We have a name!

Herro all!

I didn't get much time to code today, but I had a bit of a brainstorm about possible names, and between Legend of Cube, Cubic Legends, Legends^3 and Adventure^3, I've decided on Aventure^3. Cubic Legends is my second choice, so for the moment the name is W.I.P. Here's a nice little banner I drew up in the meantime :D



Monday, 21 October 2013

Day 9: Lifting Object improvements and Doors!

Hey guys!

Haven't had too much spare time today but I managed to do a little work on the game. I improved the lifting code slightly to make it smoother, although I'm thinking of rewriting it unless I can fix a bug that causes objects that have been lifted to turn evil and try and kill me (Don't ask :P). I've also made objects only liftable if they are under a certain weight and allowed whether or not they can be lifted to be disabled. This will be useful for a lot of puzzles and quests, so I'm happy with that. I've also added some more sound effects, particularly footstep sounds and key collection sounds. Doors have also been added (no screenshots yet) and you can press E with a key to unlock them. Tomorrow I'll probably spend most of my development time making more models that I can use, and then I want to work on the inventory.


Keep on coding!

Sunday, 20 October 2013

Day 8: Keys, Purple Biomes and Control improvements!

Hello again!

I was constantly tabbing in and out of the game and finding my mouse visible on the screen again, so I added a mouse handler that will lock the mouse again, fixing this problem :D Along with this I've also added keys - They can be picked up in the overworld and in dungeons and used to open various locked doors. I've also had a mess around with different themed biomes, one of which you can see in the screenshots below!

Keep on coding!





Saturday, 19 October 2013

Day 7: Carry Objects, Pine Trees, Snow and Inventory!

Hey guys!

Sorry for not posting yesterday - updated to Windows 8.1 and spent most of the day reinstalling programs (I've been using a developer build so it uninstalled them - luckily my Steam library was saved :D). Anyway, Today, I added a few new things! First off, you can now carry various items around (Source Engine style). This will primarily be used in puzzles, though it has all sorts of uses! It's based on the mass of the object too, and you can only carry things with a certain weight :). Next, I added Pine Trees. I'm still a bit unsure about the model, but they look nice, especially alongside the new snow particles (Still W.I.P but doing well :D). Finally, I've started on an inventory system that will allow you to hold different weapons, potions and foodstuff for use later :D

Here's some pictures of the new features:



Keep on coding!

Thursday, 17 October 2013

Day 5: Improved Combat Effects

Hey guys! So I was trying to think of what else to add to improve combat, and then it hit me :D Enemies are now knocked back when hit, and will also emit a small amount of (square) blood particles. A number now appears, floats upwards and fades away showing the amount of damage done to the enemy! It looks really good and I'm happy with it. Tomorrow I'm going to add working shields and try to work a bit more on the A.I.

Happy coding :D


Wednesday, 16 October 2013

Day 4: A.I work!

Hey everyone!

Today I managed to add a proper health system to the game. Enemies have 2 sets of health - shield and health. If shield is enabled it will be drained first before the enemies' actual health is drained, allowing armour and shields to be set up on enemies without much difficulty. I still need to work on the pathfinding, but enemies will now deal damage to the player (game closes if you die, need to make a death screen). I've also added a knockback effect so that an enemy is thrown backwards when hit with your sword. This applies for all enemies out of the box, and even accounts for the size of the enemy. At the way the A.I. is layed out, one script should work on all enemies (except boss battles) while still allowing them to having their own behaviour. I can't exactly post screenshots of any of the new features, so take this instead! It's dangerous to go alone!

http://www.sanger.dk

Tuesday, 15 October 2013

Day 3: Crosshair and Basic A.I!

Hey guys! I haven't had too much time during the day to work on the game, but I have managed to add a crosshair, Combat and a basic A.I that follows you around the map. I'll probably start with non-hostile entities, and then move on to the more hostile enemies when I start creating dungeons :D Here's a few screenshots, with some new fancy text (Not in-game)



Keep on coding! I'll be posting some tutorials tomorrow on how I handle the combat :D

Monday, 14 October 2013

Day 2: Buildings, Dynamic Shadows and Lensflare.

Hey guys! I've been doing some more work on my game ( need a name for it :P) over yesterday and today. While I want to get the combat system ready, I was messing around yesterday on improving the lighting in the scene, and here's the result. I'll probably have some kind of multiple light setup once the whole overworld is complete, but for the moment it uses one light (The sun in the third screenshot). I've also added a small fort type thing to test how well it works, and the results are promising. I've also added bridges (seen in screenshot 1 between the towers) and ladders (inside each tower).

What do you guys think?




Sunday, 13 October 2013

Day 1: Zoxel!

Hey guys! I've finally managed to get Unity3d working, and I've started on a small game (I'll be posting more on that tomorrow). Anyway, Inspired by Minecraft and Cubeworld, I decided to try and make a voxel based RPG :D Don't worry, it won't be construction based, more like a dungeon crawler on par with Legends Of Yore and Mysterie. I spent a while trying to find various modeling programs that could help me with weapons, and I've finally settled on Zoxel. It's a great little program that allows you to place multi coloured cubes as if it was 2d pixel art, and then lets you export it as a .obj. I then load the models in to Blender and export them as a .fbx after renaming the materials! The result?


Saturday, 5 October 2013

Trouble in Unity Town

So recently I updated to the latest version of Unity3d (4.2) because it seemed really promising. I'm a big fan of Unity and 4.2 has better support for 2d animation and a new 3d animation system called "Mecanim". I was pretty disappointed when I updated to 4.2 however. When I launch, if I try to open an old project it crashes with no error report. If I finally manage to create a new project, as soon as I spawn a gameobject I get the same crash. It's impossible to do anything with it. I'm not ready to give up on Unity yet, because it's a great program, and it could be something on my end that's causing the crash, so I'm going to submit a bug report later today in the hopes I can get it fixed ;)

Happy Coding!