Game in a week #2 game jam: Sacrifice and Vengence

I joined a game jam for game in a week. I made a cool ghost fighting game with funny little animations.

The game jam ran for a week and was called Game In A Week #2 (GIAW). It had a really nice discord chat for us to use.

The game is called Sacrifice and Vengence. And yes, I know you should spell it vengeance. But this is my game, so I am taking some liberties.

I learned a lot about the game engine and working to make a deadline. I worked with a talented fellow named Yag over twitch to create the awesome music.

The game is very short and I got in a lot of things in the very last minute, but I am glad I was able to make the game.

Download it and give me a rating!

 

 

 

Krass Jam 3! Mid way progress report.

shark_render_simple_1

I am in the middle of a game Jam! Krass Jam 3!

You can check out the Jam here: https://itch.io/jam/krassjam3

Yesterday I worked on the main game elements such as the title and three ending screens. And finally I modeled a low poly shark and made a tank to put it in.

The final result for yesterday looks like this:

sharktrainertitlescreen

THREEsharksintheTank

I managed to get the sharks moving around and bumping into the walls just fine. I might add in some random up and down movements to make it look like they are more alive.

Today I have to model the diver and then program in all of the other game logic.

Good fun!

But I am off to the park first to look at the plum blossoms.

Cheers for now!

May Game Dev 011: Nearly there but gotta work out the kinks.

I’ve worked on it quite a bit, but I’m at a place where I think I should leave it.

I really don’t like the way the animations play out. Next time if I’m doing a fighting game, I’ll have to draw out all of the animations with sprites. I can see why it’s been done this way more often. Obviously 3d is a different story, but still the animation can’t be done with bones alone and look nice.

Tomorrow’s the last day. I’ll fix up a few bugs here and there and then post it. Not bad for a month’s work for a fighting game. It’s really a lot to think about in terms of hitboxes and interactions. Not as simple as you might think.

I think I’ll call it “Rag Doll Fight 1”

 

May Game Dev 009: Getting hit animations working!

I managed to solve a few more problems and figured out how to test which side the character was getting hit. The answer was so simple, yet my online search lead me to all kinds of complicated ways of doing it.

My way was simply using the “bounds” of the box colliders and comparing their centers. Easy enough. I’m only testing for right and left right now, but it’s easy enough to extend it out into 4 or 8 directions if I want to really get jazzy. Right now I’m happy with what I have.

I’ll have to extend out the animation to the rest of the parts of the body. Right now I simply have the torso hit working. Easy enough to extend out the player controller.

Here’s what it looks like so far. Its starting to shape up.

Up next is building out the getting hit animations. After that, I’ll build a few combo moves and build a KO animation.

Then, I’ll build a simple 3 round game system with a win and lose case to make a real game.

After that I have to create a simple character select.

And finally, I’ll rework the art to make it pretty.

I’m a little past the halfway mark for the month. I’ve learned lots so far, and can’t wait to dig into Unity deeper.