Another quite productive day. I managed to finish up most of the gameplay mechanics, finished one of the four levels, made a good start on some of the graphics and put together a little bit more of the story bits.
This castle is built in Unity using ProBuilder. It's really meant for prototyping but I've used it to build levels for release before and will probably continue to do so. I'm a bit out of practice- all of Firefighter VR was built with ProBuilder and some of those levels were fairly sophisticated, but that was years ago and I'm kind of working back to where I started. I am getting better with the workflow, though. Here, I'm going for a 90s-ish style or my own typical variant on it.
This is what it looks like in-game. It's not all that visible, but there are a few new things in this picture. The HUD is no longer a mockup but is actually implemented. The bottom indicators turn from red to blue when powers charge. Those indicators are updated by the disparate components handling dashing and attacks dumping update messages through the messaging system every frame, which is horrifying, but it doesn't seem to lag in practice so I'll probably leave it. The bar at the top changes from blue to red as you take damage and back to blue as you heal/recharge. I also fixed some issues with movement and tweaked weapons a bit, and finally added sounds for the player.
I also drew an enemy! The animation frames look 50% less terrible in motion.
Finally, a few shots from the new story segments.
I think this will be the first scene we will see in the game. It kind of sets the tone in many ways.
Is it raining? No, because I forgot to draw the rain.
Tomorrow will largely be a continuation of today: more gameplay sections, some graphics, and some story segments as time allows.