Tag Archives: Unity

7DRL Epilogue: Herp Derp

Huge High QualSo it turns out that the Web Build I’ve had out for the last couple weeks of Huge was actually set to Unity’s default low quality, which meant that none of the bump-mapped sprites I labored on over the 7DRL week were lighting the way I saw them in the editor…  This bugged me enough that I put out a new build.  I also upgraded from Unity 4.6 to Unity 5 (although there isn’t a difference between the results) and I wrapped a quick five-cent title screen around the experience (using an oh-so-simple stub scene in Unity) so that the player can die and respawn gracefully rather than the ghetto reload I required before.

The extra work was an hour or two, but just in case it bothers the 7DRL people, I’ll leave the original version playable as well.

7DRL: Success!

HugeComplete2
Click here to play HUGE

I wasn’t sure I was going to make it when I went to bed last night without a functioning  boss fight, but this morning I got a ton of work done and managed to get it all together at the wire!  My only regret is not having a reload loop at the end…  you gotta do what you can in the time you’ve got.

7 days of frantic craft…  Click the image to check it out!

7DRL Day 6-7: The Soundening

In a marathon session last night, my friend and comrade Mark Shoemaker did me a solid by whipping up some badass audio that I’m working on hooking up in a way that will do it justice.   He even got me music for my fledgling title screen.

I got the boss wandering around properly, and am finally using sound to build his presence when he is near.  Sound hookup is ongoing, but it’s already quite a difference.  I also got the maps populating a bit better to boot.

The home stretch is here, so I’ve got to do the boss attacks and give the player the ability to turn crystals into bombs…  oh, and a win state would be nice.  Wish me luck!

7DRL Day 2 plus a couple hours

I kicked off Day 3 with a couple hours before work.  Yesterday and today I got in:

  • Improved dungeon generation
  • Breakable objects
  • Rough monster pathfinding (Doom-style, I didn’t tackle anything like A* given my 7-day time limit)
  • Monster factions and aggro (they currently love attacking each other a bit much)
  • …and Fog of War in LOS!  BAM!  (Okay, I used a library to shoehorn it in quick, don’t judge me)

Coming along well.  I still need an item system to drive gameplay, a UI to support it, and a lot more interesting world.

Huge2

7DRL 2015: The Acronyming

Is it me or does every group activity on the internet have an impenetrable acronym?  Well, 7DRL is the International 7-Day Roguelike Challenge for 2015.  Day one and I’ve got a rando warrior ambling around slaying bears…  despite the ridiculously beautiful Seattle weekend peeking in through the study window. (guh)

Huge

The old-school sprite art was purchased for a very reasonable $35 from Oryx…  Granted, his popularity means I am using the same damn art as something like 40-50 games on Steam right now.  If you’ve frequented Steam sales, you’ve seen this guy a lot lately…

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Luckily Unity can help me set apart the experience a little visually, including a trick learned from folks at Unite 2014.  I also picked up a small dungeon generator library at a recent Asset Store sale, but the coding style is so different from the way I like to work, I’m not sure any of it’s going to get used…  Such is the way of buying script plugins.

The goal of Huge is to create an experience I’ve toyed with over the years, which is to have a large, unbeatable creature wandering the dungeon, until the player manages to collect the means to defeat him.  We’ll see if I can get something big and not derpy…  Ideally you should fear its approach.  I’ll try to keep info posted here and in my 7DRL entry.