Game Dev vlog #3 Melee Weapons & Dungeon 1.0


This week I wanted to get the melee weapons implementation dialed in. Be able to swap weapons and have the attributes change. I still want to get more animations for different weapons but for now this will do.
I also wanted to get the start of the dungeons going. Get a feel for what that will look like. Its tricky to figure out the walls since I don't want the character occluded to easily, yet I also don't want to only have cliffs as boarders. I think I found a nice mix that will give me a few options for making interesting dungeon loops. In Cat Quest they use one kit to make all dungeons and it works. I wanted to go for something similar, with addition of more filler assets. I also have other colors for crystals and mushrooms to make some simple variations.

Game Dev vlog #2 Art Directing

I said I wasn't going to get into the slipper slope, for me anyway, of making assets and art directing along with re-doing over and over, but I can't stop myself. I need the game to look at least fairly well for me to enjoy playing it. Its a weakness. I will probably art up a little more, but not the whole level. next is getting the enemies to swing their melee weapons and cause damage on "connecting".

Game Dev vlog #1 I'm back

I'm back! Ok while not that exciting I am going to make a concentrated effort on doing this regularly, along with tutorials. This is a first look at what I've been messing around with. Andrew is making his game and I'm making mine, and we're going to help each other as needed/swap games at some point to fill in whats needed. His is a space game, mine a fantasy, what looks like a sort of hack 'n slash adventure.

Just forget it already


Remember back when I said I was going to post something soon, yeah that's generally the last post on a blog. I kept wanting to do this awesome explain it all post where I talk about my VR game I've been working on. But then it got to the point where there was too much to talk about. And crapper, how do I recap it all?
Fine. Quit my job to work fulltime on my own VR game, just like the Gamasutra articles tell you not to do. Well I'll show them! Ha! Ha... hah... heh, *sigh*.
Month 1: make my Racing game. Oh might be the mario kart of VR! Unless as it turns out racing with this mechanic doesn't quit work. Hmm. What does?
Month 2: trying things that also might work, how about a puzzle game? Bomb structures like angry birds? Ok lets test. The environment I made for racing doesn't work anymore. New Environment! Wait new Plane and pilot!! Better stylization. Good. This is taking a while.
Month 3, 4, 5 Making everything better but mostly working the game from a bashed together test into an actual game. Finally get it together and post it for early access, which I wanted to do in month 3.
That was 2 weeks ago-ish. Honestly its early early access. It has the gameplay and its fun, but it lacks the charm I want and envision it having. So I have done no marketing or push until I can get it to that point, which is at least add the animals, since its called "Don't Feed the Animals". Oh and I just found out today there was a Nintendo DS game in 2010 with the same name, greeaat.
Well I do think I need to be better about talking on whats going on, so... I'll do better.

Something new

Where've I been? "Who cares!?!" Awe, you hurt my feelings internet! I'm sensitive and vulnerable. Ok now that I got that out of the way... I put Misadventure on hold. "The HELL you say!" I do say, or don't. I don't know how to answer that. I put in my notice and in a little more than 2 weeks I'll be a full-time indie game developer! Hurray for no paycheck! Wait, what? Oh, better get on that. Right! So, here's where I'm at. I have a fun idea for a VR game, and have been in the process of play testing and blocking out features. That's right, its already playable. "You mean you did this one the right way?" Well I'd like to think I started more righter than other times, yes. I'll post something to see soon. Its a short dev cycle so the whole process should be rather snappy. "Oh tell us more!" Really you want to know more? "No I haven't even read this far!" Ok. Well then, more to come soon.

Helmets, Armor, Weapons, Shields Skeleton Enemy Type


Material work not done but I got Armor working via socket snapping... well all this is socket snapping, yay! Lot of texturing work to do, but I wanted to knock these out to get them in game for development purposes. I think integrating this system will be a lot of work. Not to mention the color system that needs to work in the materials to show enemy Str.
I've been steadily improving the Skeleton b/c it will be one of the main enemies. Here is version 09


I also made a "dumb" Blueprint heart=health system that is probably a just for now system before we implement a nicer one.

Some New Animations

Working on a lot of things at the moment and being somewhat lazy in posting about them on my dev blog. Tisk tisk. Well here's a few things, this is new simpler Todd who looks better in VR with some single arm +shield animations. Also threw the sword swing fx in there. It shows some smoothing is needed for the animation.