Coder With A Blog

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!