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DUMB - Devlog

A topic by ConanOfCimmeria created Mar 01, 2024 Views: 567 Replies: 12
Viewing posts 1 to 5
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I've seen a few other people do this so why not, it might drum up a little interest...

DUMB is going to be a low-poly FPS VERY heavily inspired by Doom and featuring dual-wielding.

DAY 0: Yes, I was working on the game a little bit before the jam starts (Wednesday morning, EST) but I'm milking being sick while it lasts. Once I'm back to full health I'll only have two or three days a week to work on it so please take that into account. I want to stay competitive after all. That being said, I didn't do much in the way of coding, just made some weapon models (chaingun, shotgun, rocket launcher, plasma gun) in Blender and imported them to Unity where I wrote a short script that gave them some juicy sway when looking around.

DAY 1: I checked the theme first thing in the morning (Thursday)... hmmm. Aberration. That should be easy to incorporate from a plot standpoint but I'm not so sure about the gameplay aspect. I'll figure something out eventually. To procrasinate, I made some models for enemies and animated them. These include...

Chomper - A Pinky analog, a tough and fast melee enemy.

Wraith - It was going to be an Imp analog but I had issues with the legs deforming while trying to animate it inside Unity so I cut them off and made it a flying magic-using enemy. I really need to learn how to rig my Blender models, none of these enemies will have any bones.

Big Bruiser - My interpretation of the Baron of Hell if it were mixed with a Krogan from Mass Effect. This time the arms had the mesh deformation issue, so I cut them off and gave it twin shoulder-fired missile launchers in addition to spitting fireballs.

Mutant - A basic zombie that sometimes wields a weapon.

Spiky - Imp analog, throws fireballs and claws you.

This took up most of my time for the day but I also made a movement script that allows moving around, jumping, dashing, and air slamming. It's not at all polished and will probably take a lot of work to feel right.

DAY 2: I worked on making the dual-wielding work (yes I am a poet), namely in conjunction with keeping track of how much ammo (also added that today) each weapon has. Of course if we have ammo, the weapons need to be able to fire, so I did that as well as and spent about 30 minutes just firing them to test out the "feel". The shotgun in particular feels, looks, and sounds absolutely badass. Note for future reference, I need to add muzzle flashes and screen shake for extra juiciness. The day's not over yet, and I still have a bug to iron out with the dual wielding and some more weapons to make.

That's about it so far... if anyone has any suggestions regarding how I can incorporate the theme, I'd be glad to hear them!

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Hello, it seems to be a good beginning. Idea to incorporate the theme: Collect demons DNA and Use demons DNA to improve your character.

That's a cool idea! Maybe at the cost of constantly losing health so it's like an addictive cycle...

DAY 3: Progress today was... frustratingly slow, more than making up for my jumping the gun on Day 0. All I managed to do was add a pistol, chainsaw, and fix the bug with dualwielding. The problem wasn't in the code, I just got right and left mixed up on some of the weapons which meant that two weapons could sometimes be held in one slot at once.

DAY 4: I got absolutely NOTHING done today because of soccer practice and school.

DAY 5: Ditto.  

DAY 6: Today was a blur of activity. I added health and armor to the player, which may not seem like a lot, but it took over two hours. The result is that you can take damage, die, and heal your health and armor from pickups that enemies will drop on death, or from the rare powerup. Speaking of which, I added three: Supercharge, Mega Armor, and Berserk. Supercharge and Mega Armor increase your health and armor to 200 each, while berserk locks you into using fists for 30 seconds... and boy, are those fists epic! Of course, to make fists I had to make arms to put them on. While doing so, I discovered the source of the mesh deformation bug; it was a problem with the rotational origins or something like that. Since I had arms, I redid the pistol's firing animation to use them because they don't look right floating in midair.

DAY 7: Another frustrating day. I added a new weapon, the Gauss Rifle, which is my answer to the BFG. Next I wanted to be able to swap weapons with weapons on the ground, so I wrote a 1000-line script to do that. And... IT. DOESN'T. WORK.

Submitted

Big fan of the original Doom (and only sort of wishing you were using the gzDoom and making a WAD), so I'm very interested in this project. I'd love to see images of your monsters so far.

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I can post some pictures here in a few days, as soon as I finish all the monsters :)

Although the gameplay isn't much like og Doom, more like Eternal or something like that... but I have kept a few touches of the original in there!

Hey, What’s the news?

I think I got WAY too ambitious given the short time frame we were given, and the project was nowhere near the state where I wanted it to be by the time the jam closed...

I'll work on it for maybe another month or two and when I'm happy with it I'll publish it :)

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Hello, You have the jam “Improve my game” that is fine to continue or finish a Game. It happens every two month (this time at the end of Mars, I think). You only have to do a devlog, but you already started yours so it shouldn’t not be a problem :) .

I'll look into that, thanks for the tip!

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I didn’t finish too but I think I will publish my unfinished game for the Jam: “Gravitational Space Wizard”, a space ship explorer game, later. Maybe at the next “improve my game” jam. No, it’s not my jam :), but it’s not a jam that is concurrent to other jams, so I talk about it.