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New map

This is the third map you'll discover, if you count the title screen. Which I do.

Parkour animations

These work exactly the way they did in my last game. While climbing a ledge, the player physics body moves straight up, and then straight forward in a jerky fashion. While this is happening, I offset the model and camera so that the climbing animation stays rooted at the same position even though the player entity is moving. After the animation is done, I blend everything back together so the model and physics body are in the same position again. I believe this is similar to something in UE4 called "root motion".

Animated characters

I started out thinking this game would work the same as my last in terms of story. Branching dialogue choices in a simple text-based system, plus random notes scattered throughout the levels.

This week I finally realized a few things:

  • I mainly play action games. This is an action game. Things happen in action games. Reading text is not a great fit.
  • None of my favorite games have branching dialogue. You choose a story branch by performing an action, not selecting it from a menu.
  • Games are most compelling when gameplay and story coexist and complement each other. That's difficult to do when they're totally separate. Pre-rendered cutscenes, or worse, animatics, foster a clear delineation between gameplay and story. The best games do everything in-engine, preferably without taking control away from the player. In an action game, heavy amounts of text lead to the same problem.
  • I now have enough modeling and animation experience to pull off fully animated characters if I take a lot of artistic license and stick to a stylized look.
In light of all that, I'm fully removing the text message system. You will now search out and talk to different characters throughout the game. The sailor above took me about two days to model, animate, and script. It's a slow process, but the end result is so much better than seeing a new message notification in the corner.