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[Dev Log] Turtle Cove(name wip)

A topic by Teiga created Oct 05, 2020 Views: 53
Viewing posts 1 to 1

For the first week working on my top down 2d sprite rpg game, the first thing I wanted to accomplish was designing the overall idea, features that I needed to implement for a base feature game to work, goal features beyond that, overall feel of the game, story, and map design. I also wanted to implement charcter movements and transitional movements(animations). I have dedicated 3 or more hours each day to (hopefully) accomplish this.

Week 1:

1.A: A character controller for the game has been implemented with smooth switch animations between idle and walking. Choice was made to use only a right facing character and flip rotation on Y for left movements. 

1.B:Collision detection and z rotation deactivated to prevent character from spinning when hitting a box collider.

1.C:Shaking on collision removed with addition of camera controller. (Caused by transform function but using fixed update function removed issue instead of need for overhaul of character controller)

1.D:White line issue in Unity with sprite tiles fixed. Required a smart camera utilization package from Unity.

2. Map design has been created(on paper) and sprite assets for outside world have been obtained and set up in a tile pallete for use in Unity.

3. Story has been written, but will be limited(stripped) for the time constraints.

4. Features that can be implemented with time frame(out line for code and UML have been created but not yet implimented) are:

a. Fishing mini game

b. Inventory

c. Start menu/pause menu in game

d.1: Interact with npc who have 1-2 lines of dialog that may switch between for a slightly more dynamic, more natural feeling of character interaction.

d.2: enemies and combat

e. Simple quest feature ( fetch quest, kill enemy count quest)

d. Other features such as health, stamina, friendships, skills, xp, etc are not top priority and will be worked on if previous features have been implemented.

This next week I will be implementing enemy AI/combat, first map layout with camera constraints to map to prevent user from seeing beyond scene limit, simple inventory gui and currency, and start menu gui. Should there prove to be extra time this week, I will choose a feature from the extra feature list(d) to impliment and add to over quality of the game.

Next update will be next Sunday/Monday Morning.*

Thanks for the read.

*would anyone like a screen shot of progress next week?