Created and polished a 3 hit combo/special attack system. It's currently only connected to music since I wasnt able to put in Chris' animations just yet.
Worked on Nano during this week. Working on making it more pretty. Switching out meshes and working with saturation levels and post processes. I need to make a few more meshes but that could only take a day to finish them. Added a quest bar at the bottom that updates when the player reaches certain areas, or complete certain tasks. I'm back at my full time job. Unfortunately I won't be able to attend class until next week. Since Monday, I completed some bug fixes in Nano. Changed the green particle effect to black (Thanks Nick it looks good). And tested out the new animations in the fighting game. A long way to go. Created a quick mock up of a first person dodge and block. Working on a gate system for Combo's and special attacks. Did some camera anims. I should work on a Mission select screen as well. But really want to work on main gameplay with animations. Almost finished with the linear gameplay of Nano. Then more polish and bug fixing Fixed a few major bugs with both Nano and Savage Fists. Continued to make Nano more linear. I should of had a video of Nano already but Savage Fists had kept me busy working out reoccurring bugs and issues. I will have a lot more to show next Monday with a video of Nano.
Getting game ready assets for both games has been going pretty slowly. Alot is set up and ready to directly be accepted into into the game. But I think alot of people dont realize the time consuming process of refining animations and gameplay. This will probably be the death of me. Hopefully I get it sooner then later. :( I was able to clean up and package the iOS Fighting game to work on my iPhone. I added a Combo system for the enemy that loops. Added a few other things to better show that the player needs to block and dodge to avoid damage. I will be switching over to a more random system of attacks. I'm still waiting on animations. I will be working on a progressive mission select screen. A berserk mode for the enemy. Among other stuff. I made Nano alot more linear. The paths are blocked by Worms that burrow into the veins and arteries to impede path. As a player completes a objective, like healing a neck wound, more sections of the body opens up as it pursues the worm. I will have a video by Wednesday.
Taking steps to make the game look and feel alot better. Using real game reference for alot of my additions. Over a few days I was able to complete the following: Main Menu Character select More setup/acting to the fight A round 2. When the enemy reaches zero the second time it doesnt trigger it's death. Bugged Level Blockout (Not final. just to mess around) I'm really scared about the scope of the game and how much time we have left. I have no assets or animations to mess with. Created a 30 minute game. Supposed to represent a massive boss fight. |
Brandon PopovichArchives
September 2013
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