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Reply to topic GDR Forum Index -> Game Developer's Refuge -> Development Log - arvidsson Page Previous  1, 2, 3
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arvidsson
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Joined: 13 Jun 2011
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Location: Sweden
PostPosted: Mon Feb 22, 2016 11:45 am    Post subject: Reply with quote



Practising my pixel skills. The beginnings of a tileset for a platformer I'm developing with a friend, using Unity this time in order to quickly prototype the game idea.
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sonrisu
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PostPosted: Mon Feb 22, 2016 3:31 pm    Post subject: Reply with quote

Nice. I like the style. :]
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arvidsson
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PostPosted: Tue Feb 23, 2016 9:27 am    Post subject: Reply with quote

Thanks! :) I haven't done much pixeling in the past, but this was real fun! I'm hooked. Animation will be even more challenging I'm sure.
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sonrisu
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PostPosted: Wed Feb 24, 2016 5:30 pm    Post subject: Reply with quote

Yes, indeed. I'm no pixel master, so I found that the smaller I make my sprites, the more I can get away with in terms of animation. Stay small, starting out, at least.

Definitely post your progress or doodles here (or even in the art thread)! :]
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arvidsson
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PostPosted: Wed Mar 30, 2016 3:28 am    Post subject: Reply with quote

Haven't had much time to post our progress nor so much new art to show. The player can now move around, use a grappling hook and create a shield around him, even though much tweaking remains. We're trying to procedurally generate levels and have had some luck finally with that. Hopefully I can record a video or create a gif or something next week showing more what the game is about.
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arvidsson
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PostPosted: Sat Apr 02, 2016 7:38 am    Post subject: Reply with quote

Finally got the map generation to work. Still have some work to do with defining different templates of what and how each chunk of the map should be generated.



One of the trickier parts was to correctly create polygon colliders for the solid tiles.

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arvidsson
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PostPosted: Fri Apr 08, 2016 10:02 am    Post subject: Reply with quote

Here's a gif of some not-so-impressive grappling hook action. But we're getting somewhere and have had some good progress lately. I can spot a few bugs with how tiles are laid and out how decoration tiles are placed. But that is to be expected :)



The graphics were a bit zoomed out though to not create a humongous gif and also produced in like 5 minutes. Will try to create some better content next time.
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Sirocco
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PostPosted: Fri Apr 08, 2016 10:56 am    Post subject: Reply with quote

Cool :D
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arvidsson
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PostPosted: Sun Apr 10, 2016 12:04 am    Post subject: Reply with quote

A quick update with a screenshot showing what the shield currently looks like. The shield can be drawn by the player using the mouse and hopefully can make for interesting ways to resolve combat situations. The first crude enemy can also be shown. Right now it only shoots the player if within a certain radius in regular intervals, and the AI is implemented using a behavior tree - I actually converted my C++ bt lib (linked in an earlier post) into C# and made it a bit more adapted to Unity. I must say, this is my first foray into C# programming and I'm loving the language more and more, it's just so simple and obvious most stuff coming from a C++ background.

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sonrisu
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PostPosted: Sun Apr 10, 2016 6:32 am    Post subject: Reply with quote

This is looking pretty neat. Control scheme reminds me of Abuse.

Going to have anything playable soon for folks to mess around with? :]
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arvidsson
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PostPosted: Sun Apr 10, 2016 9:56 am    Post subject: Reply with quote

Thanks :)

We want to finetune movement and play around with the game mechanics a bit more, and also add a few more enemies before we consider ourselves done with the prototype. Then we'll release the prototype out in the open for feedback. It shouldnt' take more than a couple of weeks until then, if we don't run into any major issues.
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arvidsson
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PostPosted: Tue Apr 19, 2016 10:41 am    Post subject: Reply with quote

Did some changes to the turret enemy, it shoots in bursts now. I really like behavior trees, by using what we had and then defining a new behavior the change was made very quickly.

Some example code:
Code:

var sequence = new Sequence(new List<Behavior> {
    new SetPlayerAsTarget(gameObject, blackboard),
    new IsTargetWithinRadius(gameObject, blackboard, 10f),
    new IsTargetInLineOfSight(gameObject, blackboard),
    new ShootBurstAtTarget(gameObject, blackboard, new LargeBulletFactory(), 3, 10, 1f),
    new Wait(gameObject, blackboard, 60)
});


And the turret in action:
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arvidsson
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PostPosted: Mon Apr 25, 2016 8:49 am    Post subject: Reply with quote

We decided to start a devlog at tigforums if you want to keep following the development of the game: https://forums.tigsource.com/index.php?topic=55470.0

If you don't visit tigforums much, we can post the content of the devlog entries here as well :)
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arvidsson
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PostPosted: Sun May 01, 2016 9:59 pm    Post subject: Reply with quote

We recently released a prototype build over at itch.io: https://fjordaroo.itch.io/hake

Any feedback is greatly appreciated! :)
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arvidsson
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PostPosted: Thu May 05, 2016 10:07 am    Post subject: Reply with quote

New devlog entry about how we generate levels with templates: https://forums.tigsource.com/index.php?topic=55470.msg1244860#msg1244860
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