I’ve been working two jobs amongst other commitments, so haven’t had time to get my game together in terms of style quite yet. Finally sat down though this week, and got a lot of work done. It’s now good to tell you all that the game is finished in terms of programming.
I don’t intend to make the game much more complex mechanic-wise, maybe a few powerups or boost/bouncy pads in the future, but the goal of the project was to finish a game first and foremost, so I don’t want to add too much work into something, creating a project I’ll never release and slap a sticker of approval onto.
I’ve posted a screenshot showing the new cel shade look I’m going for, and I used a bunch of decoration assets from a toon-pack I found on the Unity Asset Store. I’ll be using these assets to speed up the process of level creation, and just get to a released game quickly. I could make my own stuff, but since my dream has always been to be an environment designer, the goal is to create nice levels and finish a game, not to have a 100% self made project completed.
The asset store was created for this very reason however, and was intended to speed up production, and offload as much work as possible for indie developers, so I’m not cheating in that sense. As I said, I just want to be able to say as a Game Designer, 3D artist, and Amateur Programmer; “Here, go play this game I made and finished!”.
My next project is already lined up, and will be a mix of premade stuff from the asset store in terms of 3D content, and my own stuff. For now, keep an eye out for the full release of Kooler World. I should be done with the game and have about 10-20 levels for you all ready before the end of January!
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