Posts

Showing posts with the label Project

Inferno Lair - Beta

Image
  I'm going to let my screen capture do most of the talking for this week. Please note that it's only that laggy because my computer can't handle running Unity and Screen Recording at the same time.  I've managed to add music, sound effects, start, game over, and victory screens, as well as a short Quest UI screen. A troll now features in my game, and getting the animations to work with my scripts wasn't easy, but it's done. Unfortunately, for some reason when I make it so that the troll animates, he can't deal the player damage. I've tried a few different ways of getting it to work, but to no avail. Another small detail is the fact that my players clothes are still quite... revealing. I've made my peace with this, and want to base the entire game around the fact that his trousers inexplicably have no bottom.   I am extremely pleased with how my game has progressed. I have spent a long time trying to make it as good as I possibly could, and...

Alpha

Image
Inventory, Health and Combat Systems have been implemented   Progress has been made! A lot of the core gameplay has been implemented, including combat, inventory, equipable items, enemy AI and health systems. It was a difficult road, but I managed to make all of the code work.   My next step is is to add quest and dialogue systems. This will mean that my storyline can start to take shape.    The main thing that I am finding difficult is altering the codes I am using to fit my game idea. I have had to simply follow others methods and adapt my game rather than editing the code to suit me. I am hoping that the quest and dialogue elements will work with the features I already have.   Here is a video that shows my game in action.  - Ultan

First Playable Demo

Image
  Who would have known that game development could be so hard?   Oh right, literally everyone.   So this week I attempted to get my first playable level up and running. I did a lot of work this week, and a lot of trial and error - mostly error. A lot of time was spent trying to combine two types of character controller - WASD and Point and Click. As I explained in a previous post, the only way I could get Point and Click to work was by implementing Click to Move rather than WASD. I tried to combine C# codes and amalgamate the two, but to no avail. My character and controller have been completely stripped back to basics, and I am going forward with a Click to Move control scheme.   Another change I have made is an active camera. Originally I planned to have a static camera that did not move or rotate, just simply followed the player from one position. I found that the player would get lost behind buildings and other assets quite easily, and I found that the acti...

Prototype

Image
  This week, I have continued on to the prototyping stage of my game design. It was a daunting task at first - I honestly didn't know where to begin. But as I've learned from other tasks this year, it's all about breaking the big tasks down into smaller ones. I began by sketching some of my level designs. Level Designs for the villages in Inferno Lair   I decided to get started in Unity, as I had a feeling it would be more of a challenge than just opening the software and everything going swimmingly... I was right.   I immediately forgot how to do all of the things I learned in the Jimmy Vegas tutorials, so had to spend some time brushing up on my skills. I started by creating my terrain, and just as I thought I had it perfect, I realised I had created it far too big. When I started bringing in assets I realised that they were miniature compared to my giant landscape. However, I rallied and made some decent progress from there. An early iteratio...

Game Design Document

Image
Artwork that I feel captures Inferno Lair perfectly Source:  UHD Paper This week, I drew up a Game Design Document for Inferno Lair, my top down Action / Adventure RPG. I used Dundoc for this task, which was a major help and time saver. Having the templates there to guide me kept me on track, and made me aware of all of the design choices I had to consider. Inferno Lair has already become a more refined, better planned game than it was before I started this document. I realised some features that did not need to be there at all, and also some features that I didn't consider that definitely SHOULD be there. Link To Dundoc GDD:  Inferno Lair As I was considering how my game would be created, I started downloading more Unity Asset packs. Character models, SFX, weapons and armour etc. All things that I knew I needed, but writing this document made it feel like the time was getting near to start actually building it. I've been looking into the coding behind the combat a...

Game Vision Statement

Image
- Game Title : Inferno Lair (subject to change) - Introduction:    Inferno Lair is a single player, top down, fantasy RPG with point and click mechanics. The player must explore the game world to defeat enemies, gain experience to level up, and find or purchase improved weapons and armour in order to defeat the Inferno Dragon. The game will take place in one overworld, with many dungeons, caves and crypts to explore. It will be created using Unity 2018, and will be rated 12+ due to some violence. - Description:    As the leader of the local Warriors / Mages / Thieves Guild , it is your responsibility to keep Warmhearth Village safe. But when a ferocious dragon nests in a nearby cave, trouble comes with it. Townspeople are carried off as food for the dragon and her young. Having failed to protect them from the dangers around them, you are forcefully removed from your position. While your successor has no more luck in defeating the dragon, they are see...

Game Idea Research

Image
The D20 system from Dungeons and Dragons Source:  Wikipedia   Last week I started brainstorming potential video game ideas that I could make in Unity 3D. I have decided to continue researching my Dungeon Crawler RPG.   Some game mechanics that I have decided I would like are: - A Cursor   I like the idea of a point and click style of gameplay. When objects in the game world are hovered over, they will be highlighted, and can be interacted with by clicking on them. This may be used for doors, NPC's, treasure chests, and enemies. Clicking on an enemy would engage in combat. - An Inventory   Many RPG's have collectible weapons, armour and items. To be able to collect them, one needs an inventory. I would have a simple inventory that displays as either a grid or a list with a preview of the item. - Attacks   As I would plan to have enemies in my game, I would need to have a fighting system. This would go along with my cursor mechanic. When a...

Game Brainstorm: Idea Generation

Image
  Now that I've started learning the basics in Unity 3D, I have to begin thinking about what kind of game I want to create. The first thing I did was think about my favourite genres of games to play. I decided on RPG's, Platformers, Dungeon Crawlers (this may fall under the RPG category, but I consider it a different experience entirely), and Stealth Action. Four genres, four game ideas to flesh out. Brainstorming works best on paper RPG's are my favourite video game genre as a whole. I love the player progression, customisation, the lore and the world building. There are usually many different ways to go about situations, and one can vary the way they play the game each playthrough to get a completely different experience. While I love to play these games, creating one may prove difficult with all of these factors in mind. However, it is still possible. - RPG   When necromancers kill your parents, you are left with nothing in the world except the desire for j...