Well, I haven't posted in a bit, but I'm trying to keep it up. So here's an update to my indie game devlog! I still have yet to come up with a name for it, but I'll think of something soon enough. But! I have some new features that are going to be featured in this feature! (that's a lot of features). So stay tuned for some feats.
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I've been working on this particular project for about 2 weeks now and one of the biggest little things that gets me is making things look nice. I'm terrible with shaders. Which, for the uninformed, are basically rules for how to make things look nicer. It can get really complex, and whole jobs rely on building shaders, and they're not my strong suite. So, I decided to just buy a package on the Unity Asset Store to shader everything already (I know, it's not made by me, but it looks cool!).
Now I'm starting to get somewhat of a game, but there's still no real objective. This or next week I'll hopefully start making the boss, next stage of the area and the like. Animations I can worry about later (says the one that spent an hour on a little blue pill), for now I'll work on the features. This game is being largely inspired by Undertale, Detroit: Become Human and a couple others. I hope to make the boss fight a boss which you can communicate with and have decisions that change the future. But I'm not there yet! I'll get there soon. Til' next time!
See! I told ya so! Two blog posts in two days. Is that too much now? Either way, I'm making progress in learning how to make games. Today I found a temporary solution to my problem. I'll explain on the way it kinda works, but if you happen to be a game developer who can help me with this, I'd love to know.
Now I'm done. The blog has been fulfilled, it is inevitable... Just kidding. Now I have other things I need to solve. Running around with cool scenery is nice, but now I need to add some things to do. Next on the list is for the player to shoot projectiles. You might have noticed the little blue thing that keeps following my mouse, that's going to be where the player's aim is. I'll update in my next post how those features are going along so that I don't spam this blog with posts, but still keep it relatively interesting. 'Til next time!
Wow, I haven't posted in a while. Like a long while. Like a looooong while. Anyway, in the meantime I worked on a bunch of stuff. Learned a bunch. Realized I should probably update the blog if I want anyone to know what I'm doing then started here. Now, I built this neat environment for a planned boss fight, and camera stuffs is usually just fine, if the camera is doing basic player following. However, I need it to curve around on a track. I figured out how to make it do a simple follow, as well as follow on a track (picture like in behind-the-scenes movies when they have carts and tracks, that's in games too). The problem is transitioning from a simple follow to the dolly track, and it's frustrating and I've almost ripped my hair out of my head but I can do this.
My solution I think I can get pretty good. The jump cut is not what I want because it just doesn't flow well. The environment can be tweaked on later but right now I'm trying to get down mechanics and so I'm starting off with the basics. I think I need to set values for how much control one camera has over the other, then have a little script run through to the other smoothly. Like putting a ball in the middle of a teeter totter and balancing it back and forth. Cha till tomorrow. (I promise I'll make at least weekly blog posts now)
On the Unity asset store, there are many templates that I can buy to save me time on common mechanics. Like a third person controller or a inventory system. Now to save myself time in my game, I could buy one of those and probably trade money for time. However, if I do that I wouldn't be learning anything would I? Those asset's often say "so you don't have to reinvent the wheel" but how am I suppose to learn how the wheel works if I don't know how to reinvent it? That's a much simpler metaphor to a much more complicated game mechanic. This week I'm working on how to make a good third person controller, so without further ado...
Now that I had the basics of the camera working I needed to get my character moving. What I did was make a script that figured out when the player wanted to move, how they were moving and where they were moving. I made this little flow chart which had many functions in each step, but this shows the gist of it. I also add prayers to some of my scripts when I can, I'm a Christian but don't let that offend you. (bottom left) First it checks if the player is moving. Then it checks if they're wanting to run or walk. The green part is to prevent switching from running to walking (or vice versa) in mid air. Lastly, for the most basic third-person camera system that I made, I simply needed to integrate jumping. It was an entirely different script that ran at the same time as the movement one except it prevented double jumping and didn't change the way the player moved around the ground. (top right) After all that shenanigans, I could put it together to make my basic third person controller (see gif above). The player can now walk, run and jump! I'm planning much more complex actions in the future, but this is a good start for now. I'm super tired writing this and have to get to bed. For next week I'm going to try and implement a little more third person controls as well as well as maybe some interaction options. But until then, stay classy!
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William EngelHi, I'm William and I'm a Game Developer with the classic vision of a game that's going to change the world. Categories
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