Game
Rogue Cadet
9 years ago

Day 96


Day 96: Today was boring. Making tools to make any possible ship is fun. Using it to make a bunch of them, not so much. But once I managed to force myself into robot mode, it wasn’t so bad.

Daily interesting stuff:

Tasks done:

  • Implemented 16 ships. That’s it, that’s all I did today. And I think it’s okay. But since it would be short if I just stopped here, I’m going to describe the process for the configs:

    • Reorganize the order of the ship configs. The configs where already done during previous sprints. It’s entries in a List. But it wasn’t organized. So I put the tuto ship first and changed some indexes.

    • Add configurations for the two knight layouts you forgot. It’s just an entry in a list. I then have to specify the stats percent of that ship. Stuff like life, damage, mana, hitbox etc…

    • Test the menu with more ships.

    • Realize there’s some bugs.

    • Fix them. This was small stuff like “the first ship selected is last instead of the first”, “this text element doesn’t looks right”.

  • Created the ships prefabs. Those are the real objects that the player will manipulate. To create a new prefab follow the next steps:

    • Change the name of an existing ship

    • Put the right special power and delete the old one

    • Create a sprite for the ship

    • Import it in Unity

    • Modify the displaying sprite and its animations. For that I created a custom flip book anim component a while ago. So it’s super simple to change sprite anims. I just have to replace the references by drag & drop. If I used the Unity animation system instead, I would’ve had to create a new animation each time.

    • Save the prefab in the appropriate folder

    • Make sure to link the prefab into the config.

    • Repeat that shit 16 times (make breaks to not turn crazy). Maybe I could’ve better the process. But frankly I don’t see how I can do that and keep the flexibility I have now. It would be easy to do if I didn’t want to have any possible spritesheet with any animation. But that has a high chance of being indispensable if I work with a graphical artist.



0 comments

Loading...

Next up

Fan art for Foolish I'm feeling kinda better so I drew this

Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.

Path of Kami: The Evolution of the Lore

Enemies can also suddenly spawn through Realm Rifts. These Rift Spawns are going to be stronger than the ones wandering around. TBD on the enemies... #screenshotsaturday #godstear #madewithunity

One of the most critical update for Sunblaze demo. Now you are able to pet a cat! Finally!

Spaaaace~

These are background sprites I've created for a game I'm working on at school ^w^ Click on the post to see how the sprites connect. You won't regret it! (personally, I think it's pretty heheh)

Drawn in Piskel using my mouse. Whaddya think?

Levels' maps.

Let me introduce you to the new Mech line: Gendai Spec. Those are Mech that specializes in surprise attacks, covered operations, and stealth. They are equipped with melee weapons but one of Gendai's frames supports sniper rifles.

Got some fun collectibles in our game, Path of Kami!