Hey guys!
I'm happy to announce that Adventure^3 Alpha 3.0 is now available! It contains all the content I've added since the last update, and it would be great if you guys could test it out to help me balance the enemies!
Controls:
Z - Switch Weapon
LMB - Attack
RMB - Lift objects
WASD - Walk
F - HangGlider
G - Fog on/off
F2 - Take screenshots!
Download:
Download now!
Friday, 6 December 2013
Thursday, 5 December 2013
Day 53: New Particles and FPS Improvements!
Hey guys!
I decided the thermal particles (the wind for the hang-glider) didn't really fit the theme of the game, so I went ahead and drew my own nice little 8x8 particle. It's inspired by games like Wind Waker and other Low-Poly style games, and I think it looks rather nice in game!
I also noticed some strange performance issues and a lack of shadows. I poked around in the settings in Unity and noticed I had (for some reason) set it to use DX11. Turned this off and bam! 70fps with shadows and running really smoothly again! The next alpha, version 3.0, will be out on friday alongside a cool gameplay video showing off all the features!
Screenshots:
I decided the thermal particles (the wind for the hang-glider) didn't really fit the theme of the game, so I went ahead and drew my own nice little 8x8 particle. It's inspired by games like Wind Waker and other Low-Poly style games, and I think it looks rather nice in game!
I also noticed some strange performance issues and a lack of shadows. I poked around in the settings in Unity and noticed I had (for some reason) set it to use DX11. Turned this off and bam! 70fps with shadows and running really smoothly again! The next alpha, version 3.0, will be out on friday alongside a cool gameplay video showing off all the features!
Screenshots:
Keep on coding!
Wednesday, 4 December 2013
Day 52: Enemy Animations and Bug Fixes
Spent most of my (limited) development time today fixing a few bugs (being able to meelee with a crossbow and fire arrows at the same time etc.) but I also managed to get the beginning of the enemy animations in place. I'm using Unity's Mecanim system with my own Enemy A.I script (Which handles all types of A.I. in one script so I can easily change enemy behaviour at runtime!). Here's a quick rundown on how it works:
Enemies are default to playing the walking animation (which is automatically located by my script/Mecanim for each enemy) at half the speed of the actual animation, giving a nice walking effect! Every X amount of seconds (100 in-game ticks) the enemies will raycast straight forward from their location. A raycast is basically like an invisible laser pointer that returns information about what it hits back. If the hit object is tagged with "Player" then it will check the distance between the Enemy and Player, and if it is less than X metres (6 at the moment but I'm going to nerf it based on enemy statistics) then it deals damage to the player, plays the attack animation and the attack sound! If it is not with in range, the timer goes back to 100 ticks and it waits for the next countdown before trying the feature again!
It's a bit hard to get screenshots of the attacks, but I plan on making a video alongside the 3.0 release on Friday!
Keep on Coding!
Enemies are default to playing the walking animation (which is automatically located by my script/Mecanim for each enemy) at half the speed of the actual animation, giving a nice walking effect! Every X amount of seconds (100 in-game ticks) the enemies will raycast straight forward from their location. A raycast is basically like an invisible laser pointer that returns information about what it hits back. If the hit object is tagged with "Player" then it will check the distance between the Enemy and Player, and if it is less than X metres (6 at the moment but I'm going to nerf it based on enemy statistics) then it deals damage to the player, plays the attack animation and the attack sound! If it is not with in range, the timer goes back to 100 ticks and it waits for the next countdown before trying the feature again!
It's a bit hard to get screenshots of the attacks, but I plan on making a video alongside the 3.0 release on Friday!
Keep on Coding!
Tuesday, 3 December 2013
Day 51: New Enemies!
Just wanted to show off a few of the new enemies I've added today! There are now 3 different enemies (all the same class though) in the game, each with their own statistics and looks!
The Skeleton Grunt:
A basic skeleton that lacks any sort of armour/weaponry. It punches you if it gets within range of you and deals 5 damage. It has a total of 20 health and no armour value.
The Skeleton Soldier:
The skeleton soldier is a slightly more powerful armed version of the skeleton grunt. It holds a sword and deals 10 damage. It also holds a shield, which protects it for 10 points of damage until used up. It has a total of 20 health.
The Skeleton Knight:
The skeleton knight is the most powerful of the current 3 enemies. It deals 20 damage for each hit from it's sword. It holds a shield, sword and helmet, totalling up to 20 armour points. It has a total of 60 health.
I plan on balancing them out totally eventually, but it'll most likely be in bulk once almost all the enemies have been added.
Keep on coding!
The Skeleton Grunt:
A basic skeleton that lacks any sort of armour/weaponry. It punches you if it gets within range of you and deals 5 damage. It has a total of 20 health and no armour value.
The skeleton soldier is a slightly more powerful armed version of the skeleton grunt. It holds a sword and deals 10 damage. It also holds a shield, which protects it for 10 points of damage until used up. It has a total of 20 health.
The skeleton knight is the most powerful of the current 3 enemies. It deals 20 damage for each hit from it's sword. It holds a shield, sword and helmet, totalling up to 20 armour points. It has a total of 60 health.
Keep on coding!
Monday, 2 December 2013
Day 50: Enemy Improvements, GUI and 1000 blog views!
Hey guys! I'm happy to announce that the blog just hit 1000 viewers! It's not much but it's something, and it's a great source of motivation! It's also exactly 50 days since development began, which is awesome!
Anyways, I've been working on improving Enemy AI and other features! The standard "box" enemies have been replaced with some cool looking skeletons from the Oryx Lofi pack, animated by me :D They are also less prone to getting stuck at the corner of buildings. The range that they can attack has been doubled and camera glitches have been fixed! Sound effects have also been fixed to stop them getting cut off when the enemy dies!
Finally, I've started working on a chat dialog and sign GUI. it's very early in it's development stage at the moment and the textures are W.I.P.
Screenshots:
Anyways, I've been working on improving Enemy AI and other features! The standard "box" enemies have been replaced with some cool looking skeletons from the Oryx Lofi pack, animated by me :D They are also less prone to getting stuck at the corner of buildings. The range that they can attack has been doubled and camera glitches have been fixed! Sound effects have also been fixed to stop them getting cut off when the enemy dies!
Finally, I've started working on a chat dialog and sign GUI. it's very early in it's development stage at the moment and the textures are W.I.P.
Screenshots:
Sunday, 1 December 2013
Day 49: Enemy Test!
Hey guys!
A year or two ago, I started working on a pretty cool Roguelike/Sandbox 2d game called "Goblins and Golems" - http://www.indiedb.com/games/goblins-and-golems/ . I ultimately lost the source code (Don't worry, I have 50GB+ of online cloud space now for all my game content!) but some of the features, like dungeons, are being transferred to Adventure Cubed ;). Anyways, The sprites and tiles used in that game was Oryx Lofi, famous for being used in games such as Realm of the Mad God, Delver and Legends of Yore (I seriously recommend playing them all!).
I've decided to give the enemies a nice retro look by using these sprites for enemies in the game! It's not final at the moment but I think they look quite nice in game. Leave a comment telling me what you think about them and I'll decide based on feedback ;)
Screenshots:
A year or two ago, I started working on a pretty cool Roguelike/Sandbox 2d game called "Goblins and Golems" - http://www.indiedb.com/games/goblins-and-golems/ . I ultimately lost the source code (Don't worry, I have 50GB+ of online cloud space now for all my game content!) but some of the features, like dungeons, are being transferred to Adventure Cubed ;). Anyways, The sprites and tiles used in that game was Oryx Lofi, famous for being used in games such as Realm of the Mad God, Delver and Legends of Yore (I seriously recommend playing them all!).
I've decided to give the enemies a nice retro look by using these sprites for enemies in the game! It's not final at the moment but I think they look quite nice in game. Leave a comment telling me what you think about them and I'll decide based on feedback ;)
Screenshots:
Friday, 29 November 2013
Day 47: Improved Dungeons and Social Media features
Hey guys!
Spent the last two days working on some pretty cool new content! Firstly, The dungeon generation has been improved to allow for smoother generation and a new room has been added to test out how smoothly the code works (Which is well!) Hopefully dungeon generation can progress now and adventuring can start!
Social Media aspects have also been added to the main menu, allowing you to share the game on Twitter and Facebook. Google+ support will come later!
Screenshots:
Spent the last two days working on some pretty cool new content! Firstly, The dungeon generation has been improved to allow for smoother generation and a new room has been added to test out how smoothly the code works (Which is well!) Hopefully dungeon generation can progress now and adventuring can start!
Social Media aspects have also been added to the main menu, allowing you to share the game on Twitter and Facebook. Google+ support will come later!
Screenshots:
Subscribe to:
Posts
(
Atom
)