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Day 3, Night.

Captain's Log.

Development has been slow. Third person camera and movement has been pretty tricky. I spent a lot of day 2 watching and following along tutorials, many of which came from the previously mentioned Board to Bits channel (great Unity guide, looking forward to more content). It was a great learning experience for the environment but I felt like I already knew most of the concepts. I managed to get something working and had the player move corresponding to Fp. But sometimes, trying to move on the axis negative would keep going in the axis positive direction.... At other times, changing the direction of Fc won't adjust how the axis positive/negative works and the player will keep moving in the previous orientation. It's a mess I'll have to look back into.


I decided to work on a different dream. This is the typical "survival" dream, commonly a zombie infestation or just being confronted by something. I decided to have this in first person and have the player immobile. This would give the feeling that the enemy is "in your face" (well, kinda) and it's a standoff that you have to just deal with. This dream will be heavily affected by the user skill choices. More on that part in a bit. Like the "falling" dream, the "survival" dream is timed. If you survive the whole duration, you get full points. I might implement a kill to spawn ratio for bonus points but it might be unfair. Here's what I have so far (please ignore the giant cursor).


The enemies there are my miniature spiders who have come to destroy us all. The cute button nose is there so I don't get too scared (and so I know which way they're facing). No player attacks are implemented yet but that's a huge system that I have to establish. The enemy AI can damage the player enough to end the dream though.


For the "survival" dream and the "nightmare", player chosen classes make all the difference. I intend to have the three traditional classes, the mage, knight, and rogue. They all have the same amount of HP but they'll have different defense levels. The mage has range attacks while knights have physical reaching attacks. They deal the same amount of damage but slightly more than the rogue. The rogue can use both ranged attacks and physical reaching ones at the same time to make up for that. Even aside from that, after "nightmares", the player can choose to invest in 1 of 3 skills spread amongst the classes. I'll probably need some balancing for this.

WizardKnightRogue
Heal 30% HP
Cooldown: 20s
5s of Invincibility
Cooldown: 20s
5s (or 1 action) of Invisibility
Cooldown: 20s
AOE Fire dealing 5 DPS for 5s
Cooldown 20s
Area Sweep for 30 Dmg
Cooldown 15s
Piercing Line for 20 Dmg
Cooldown: 10s
Chain Lightning of 10 Dmg
Cooldown 30s
Enraged 3x Dmg for 10s
Cooldown 30s
???

Players can only choose one skill from each row. Once they choose it, they'll have it for the rest of the game, so you can be a healing knight who can enrage their piercing line for 60 Damage (if Enrage lasted longer, it might be too overpowered). Of course, this is hopes and dreams. I don't know if I'll get this far into developing the game. Some of these skills (the first level) feel easier to implement than others.


Watching NorthernLion play Until Dawn was part enjoyable and part "why can't I stop, I have stuff to do".
-Frowning Asinus