Hello! Creating levels took a while, so I decided to finish porting over the random dungeon generator code from Crystal Story II. It helps me create levels much faster, but only works in the Editor and not on runtime. I’m still trying to decide if I should go back to the original Crystal Story and just do randomly generated areas. The game still needs a lot of work, but I think I made a lot of progress this past few weeks.
Hello! Just a quick update. I’ve been working on polishing some levels. The cave and the river area have been tweaked a bit. I’m currently not very happy with my pace, and I’m still working too slow. After reevaluating my progress these past few weeks, I might have to cut more features.
Hello! Just a quick update. Finally finished my shmup minigame inside the arcade. Will work on other stuff next. Oh and Happy New Year! :D:D:D I’ll be re-evaluating my progress again. I want to finish my game soon.
Hello! Just a quick update. I have been working on some buildings and the town areas. Decided to do a “quick” minigame. Ended up taking weeks and still not finished -_-. Anyway, here is a preview of a basketball arcade minigame. Still need to add sound and particle effects when you shoot, but for now I’m having so much fun just shooting around and wanna share.
Another quick update. I made 2 more chars. I still need to fix the rig, but I’ll worry about it once the town is done. I also had some other stuff in the works, but didn’t like how it panned out. I might have to redo some of them. I’m going to work on the town again next week though.
Hello! Quick update. I’m currently back to 3D modeling, after spending so much time on programming. Here are two new npcs. They are currently not rigged and still unfinished. Will do that next week along with more characters.
Just testing out my simple Scene Streaming implementation. On the left side of the video are the loaded areas from the top down view of the world. The right side is the Game screen. The game dynamically loads areas as you explore around making it look like an open world. I just sped up the running speed to shorten the video. I think top down made it easier to implement this.
Btw I’m still blocking the areas and planning out the layout of the world, so it still looks a bit rough. Here is my first draft of the world map:
Hi! Haven’t updated in a while. I just did some minor things. Not very exciting. Here are some of the things I worked on:
– Localization (I’m using Google Translate for now lol)
– Events and dialogs
– Loot drop and treasures
Since I decided to re-code the battle system, I had to stop using ORK framework. I ended up having to code the rest of the event system myself. I am now using PlayMaker to handle the statemachines with my own custom actions on it. I am going to go back to level design next week and see the battle system in action. Hopefully, next iteration would be a bit faster. It’s taking so long to finish the game. -_-
Hello! An update. Haven’t had much progress (also have been sick and still sick -_-). I’ve just been cleaning up my code and improving the ai. Currently, they run around too much which is a bit annoying. I’ll be working on improving it a bit next week. I’ve added some status effects stuff as well. The boar enemy in the video has a “Stun” ability which can prevent you from moving around.
The battle system has been reworked a bit too. It’s now pretty much ff12. You’ll have the option of pausing the game when youre picking an action using menus. I will have an extra shortcut button for the roll and blink though.
I’ve also been trying to create my own event system for dialogs and cutscenes, and so far I’m pretty stuck. There is a new Timeline feature in unity which is really neat, and I’m trying it out. I’m having trouble with it right now though.