Monthly Archives: October 2018

Update 10/10

Today I am very sick!! But even that hasn’t stopped me working! I have designed the basic layout for the level in the final demo.

Details

I still have to make some houses, a cathedral, and a bridge! But then the demo area will be done.
Also the mechanical tech demo i’m using for the BFA defense is completed!

Update 10/8

I have created a presentation for my defense.

https://docs.google.com/presentation/d/14mSVg-D3PcgO7z0QnZLi9whIjohNS3FW-Bu-nctfebo/edit?usp=sharing

I have also done much more work. I have essentially completed the player and enemy sprites for the demo. I have also created some fun screenshots for presentation purposes.

Update 10/3

The past two days have been pretty productive! Following Monday’s update i have 2 more enemy animations and some environment art!

The first enemy animation i’ll be showing is the demon’s walk cycle. This was pretty fun to do and makes me laugh a little! Its silly in a way that is unsettling, complimenting the monster itself.

I also have an attack animation for the demon. I was debating whether to make the attack claws or a bite, but i figured with a mouth that big, why wouldn’t it bite? I may add a claw attack later, it also makes sense that something a bit more imposing than a common soldier would have more than one way of attacking…

For the environment art, i made a canopy for the people to keep their supplies dry from the snow! I’ve created an empty version, and a version with boxes, barrels, hay, and a lantern. With the spot light capabilities of Unity, i wanted the lantern to be lit up so you could see it as you pass.

Update 10/1

It is October first, the beginning of the spooky month! I have been working on quite a bit since last update, so let’s jump in!

First, the enemy swordsman has received both a walking sprite and an attack sprite! The walking sprite has gone through 2 iterations already, the first one i made for it was a bit too active and busy for the personality i was trying to achieve for the character so i started again from scratch and this time i came up with something i liked quite a bit more! 

I really enjoy animating the subtleties in detail, such as the hair and fur movement, and the flaps at the bottom of the tunic. There wasn’t a lot of room for that in the subtlety of a shuffling walk animation, but i got to go wild with this guy’s sword attack!

Moving on to environments, i finally completed a parallax tiling background for many of the game’s areas! It is quite large at 1920×1080 in comparison to the sprites of the game, so some resizing may be necessary.

The tiling of it is really seamless, but you’ll have to wait until the game to see it in action!

I have also been working on a bunch of environmental sprites, really trying to spice up the flavor of the setting, making it seem more lived in and less just like an empty testing area. I have made 5 tree sprites, but instead of showing you them individually, i’ve decided to treat you to a snapshot of an area within the game!

Lastly, my coder has been hard at work learning the ins and outs of the unity engine, and he has gotten a playable test! It is a simple gravity and character controller, but has also included the functionality of slopes, and has started his work on area lights! Unfortunately i cannot include footage of this demo as i don’t have a screen recorder yet, but it is coming along swimmingly!