I have done some this and that in the past, but haven't had enough focus to finish anything. So I tried this game jam thingy. It's been interesting and surely now I feel much more focused. Although I have also much more knowledge in game development than I had 2 years ago, when I started. My biggest problem has been time. Now I have time since I started new studies in game development and I am now a full-time student. Now to the actual jam. I had a few ideas concerning freedom and free types of things. I started to go through my assets that I had in my asset store. Hoping that I could get some sort of heureka -moment. And I got one.
Base Game Idea:
Somewhere in the old west a group of bank robbers have been living the life. But like most of the ooutlaws, they get caught by the sheriff and his men and are waiting to get hanged in local prison. John McCracken is a man that outlaws then call. He is a specialist for criminals to free them from prisons. He has freed a lot of prisoners over the course of his life and knows a lot of ways to free the prisoners.
Prototype goal:
Player enters a small town. The prisoners are in the jail in the sheriffs office. there are 2 prisoners to be freed. Player can start shooting the npc's but that means that the prisoners are separated to 2 different locations , making the game a bit harder. Also hostile NPC's will have an alerted state so that they will shoot on site. This means that it is wiser for player to use some tactics before trying to free the prisoners. This game will contain small puzzles to make it easier to free them.
DAY 1:
Used a demo scene from the Synty assets I had to short-cut in graphics. Then created the player controls and shooting and damage mechanism. Started working on animations for npc's and downloaded basic movement animations from Mixamo.com and incorporated those to the models in the assets and made the first animations and movement for the npc's. Created also a basic UI. This is something that the core game doesn't need to function so I will be adding things to it when I need to.
DAY 2:
Started to do some basic AI for NPC's. Navmeshes was a new thing for me, so this took me a while learn how to use these, and how to make them usefull anyway. In my first set of tests I noticed that making all the characters run a certain course from point a to be and then to c that looked absolutely stupid. So I decide to try if I could somehow randomize things a bit. So NPC's now have a system that when in wander mode, they will randomly take spot and go towards it and when in the spot they will take a new spot. Instantly felt more alive. Then I needed patrols. Created patrolling points and some way to make them notice if player interacts them in some way. So I made so that player can now shoot them, and they will shoot back.
DAY 3:
I feel like this is going to be heavy on NPC AI, so I have been tinkering around and polishing a bit the first AI code. went a bit sidetracked also when i wanted to have doors that open and close. But since I started I had to finish it. First I thought that this was something that core doesn't need, but I noticed that I do need a way to interact with objects in the game so this was a good start. First I thought tht creating trigger colliders was the easiest way to go, but then I decided to check out raytracing. this could be easier in the future if designed wisely. At this moment I also started to doubt if I can finish this in 2 weeks. But I reminded myself that I have been making this for only 3 days and I feel like I am quite far already. Most of the work ahead is mostly code, and that is something I love to do.