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How was your Day 3 fellas?

A topic by DRAKOSEA created May 28, 2024 Views: 242 Replies: 20
Viewing posts 1 to 8
Submitted(+4)

Itch was downed during the time I was supposed to post this, so I went to sleep.

So I spent my Day 3 finishing the player character model along with the weapons which are pistol and wand. That's right, my game has the theme of Sorcery Tech, which is the combination between sorcery and technologies. So the enmies gonna be mechs most of the time(if I ever make the full game). In this jam, I planned to only make the boss character and a simple common enemy which I planned to make them today.

In Day 4, I should be able to finish enemies and assets for environment including the key object which is important for the game narrative.

Then if I have enough time, I'd make the SFX for every actions within the game. At least I'd make shooting sound, melee attack sound, and take damage sound.

As for VFX, I'll wait until I finish setting up these assets into game objects. Because I need to have proper action before I could get a good idea to design VFX.

As for BGM, I can probably use AI Generated music which I made in UDIO. I have quite a collection of songs in the same genre, so there shouldn't be much out of place. If I have enough time at the end, I'd compose my own EDM songs for the in-game level because the songs I have are not really suitable for action-packed scenes.

I think these should be enough for assets side. The rest of my time will be spend on system side. I'll try to finish all of them first and worry about bugs later.

Submitted(+3)

Please note that these colors are only there to representing the material slots. Some of you might be disappointed because of this, but I assured you that the final version will be much better than this.


Submitted(+1)

Spent the day tidying up my player and enemy animations. I think everything is working the way that I want it to with small bugs that I'll try to fix during polish. Today I'm going to try and make a spawner to spawn enemies and power ups. If I have time, I will start the game manager to move between the menu and my one scene for starting a game overs. 

The last thing I worked on was an enemy spawning animation. I didn't see one in the assets that I'm using so I modified their jump animation so that it kind of looks like they are falling into the scene. I thought it turned out cool:

 

Submitted(+1)

That's quite fast progress you have there.

Submitted

Free assets are doing the heavy lifting here. It's still a bunch of work art wise cause I'm making the animation from the PNG sprite sheets, but no asset creation. It's a lot of slicing, modifying animation speed, animation events besides the odd modification of an existing animation like I did with jump. That's out of the ordinary though. 

Gives me a lot of time to focus on the programming (my favorite part), and the game design. 

Submitted

That's good. You've gotta work on the part you like. I personally wanted to make my own assets. So the system side will be utilize stuffs I already knew how to make and probably import a modular system for the target lock which kinda annoying to develop from the ground up.

Submitted

Sorcery tech sounds really cool! One of my favorite CRPGs, Arcanum had a mix of magic and steampunk technology and was one of the reasons why I loved it so much. excited to see your game in action!

Submitted(+1)

It's still rather new. My original inspiration was from the idea of Magitech in Final Fantasy XV. Though instead of just modern world with magic in pararell. I made the entire universe based on the concept of sorcery itself. So instead of physics laws, I'm using sorcery laws. The aesthetic would be rather Arcane-ish than leaning toward sci-fi like steampunk. So you'd likely see floating stuffs which defied the law of physics. The example is from the design of Arcane pistol that I posted above.

Submitted(+1)

Love that! FFXV was great too.

Submitted

I spent the day pretty much doing art. Our team has most of the core mechanics done so we're just working on adding all of the fun stuff now, as well as testing and trying to break the game.

This is my fourth game jam, but my first where I'm actually doing coding (I was just an artist in the other ones), and also hopefully the first one I will actually get to submit a game to as we ran out of time in the past ones, so I'm pretty excited about it all.

Submitted(+1)

That's a good improvement. For all previous projects, I submitted something that barely able to call game. I tried to make something but they're like barebone stuffs without proper concepts. This is also my first time at something. It's the first time I'm actually working on the visual stuffs and probably the first time I won't rely on information page for both tutorial and story. Yeah, also the first time that I made animations for the player character. My past jams were all without animations, other than the first one which I used unreal template mannequin.

Submitted

For past jams we were using Unreal Engine. For this one we are using Godot and it's been far easier to learn. I had never done coding before and I tried learning Unreal's blueprints but I just couldn't get it it stick in my brain, which is why I stuck to being the artist. I started learning GDscript in October and have been finding it far simpler, and it has the added bonus that it doesn't take hours to package a game like UE did (we were unprepared for that with our first game jam, it's what stopped us from being able to submit our game).

Submitted

I see. I never really work in Godot, but I'm planning to try it out after I publish my first commercial game. For me the blueprint is something which made everything easy to work on. I don't need to work too much on hierarchy stuffs and with simple file management skill, I could make rather complex game systems in clean way which kinda contrary to how people represented it in spaghetti way. If GDscript is modular like how GameObject in unity works, I think I'd be able to manage just fine.

Submitted

My day was cool, like I said I already fininshed  and submitted my game, but I'm taking the advice you told me me and finally moving to Unreal and learning it ! I'm working my way through a tutorial by Gorka Games, very great tutorial in my opinion  !

Submitted

YT tutorials are cool and all, but what I meant is the official tutorials which they walked you through basic stuffs. For example in Game designer tutorial course, they taught me how to open doors in various ways. It's not much but you'd get a good idea on how the overall pipeline. Then you could start working on your dream game by breaking them down into several systems and you could start by finding a way to develop those systems one by one until you're ready to make a tiny game out of all the systems you made so far. This way you won't stuck in tutorials hell like I used to while also working toward your dream game.

As for how I utilize the YT tutorials, it'd be during the time I'm developing new systems which I don't know how to develop. So I just breakdown the potential approaches and search for them specifically.

I recommend you trying to use Microsoft Copilot to help you breakdown your dream game into smaller games and finally find common systems which could be use on those games and start working on that one first. Taking note on your goals, the breakdown versions, and your own conclusion. This way I'm sure you'll be able to publish a commercial game sooner.

Submitted (1 edit)

Oh yeah thanks but don't worry, if I learned Unity and was able to make a post-apocalyptic area51-style FPS in 3 days for this game jam, I'm pretty sure switching to Unreal should be a bit easier than if I was just starting out.

PS: Youre game is still gettting real cool progress ! I love it !

Submitted

I'll write the next post after I finish my daily Tai Chi. Gotta taking care of this body so I could continued my gamedev journey for the years to come.

Submitted

Switching from 3D to 2D has been a task for sure and it's my first top down action melee/shooter. I'm slowly getting the stuff I want in but it is a lot harder for me in 2D for some reason. Have almost all the mechanics done and now I'm working on sounds (which has always been my nemesis in gamejams) and will replace the placeholder art with animated art here soon. Slowly but surely I'm getting a working game. haha

Submitted(+1)

That's really something. I agreed about the sound stuffs though. Also that's one of reasons I don't want to make 2D games, it's kinda harder imo.

Submitted(+1)

This has been my first game jam and I went nuts for the long weekend (Memorial Day in the US) and got things moved along nicely.

I have a short list of "got to finish" items now and then a bunch of gameplay improvement and look and feel improvements to do.

Submitted

Keep up a good work. If you're not sure you could do it, try making horizontal build which is the entire game loop with placeholder features similar to "coming soon" signboard. It'd at least allowed you to see the overall picture of your game. And of course you could submit the build when the time is running out, so it's kinda reassured you by a lot.