fredag 6 december 2013

New game on the way!

Hello!

I've started on a new game..............dot............more updates coming soon :)

lördag 12 oktober 2013

Codin' UI is boooooring

Ugh!

Finally decided to start coding the inventory system. It's not fun but it has to be done.......zZzzzz.

måndag 7 oktober 2013

Shadows

I started implementing dynamic shadows for wall tiles. I still got to blend the shadows properly and have the light sources light up their immediate surroundings, but it's getting there. The shadow on the player is a simple sprite that I move depending on the player's position relative to the closest light.

Here's a sneak preview.


lördag 5 oktober 2013

I know the game is named Punch Man, buuuut...

I gave him a shotgun!


I've also reverted the graphics to the old style. I might keep it that way since I suck at making art :P
I added code for procedurally generating the environment as the player moves around. At the moment all it does is generate the ground tiles and very basic buildings (based on the dungeon generator.).

Surfing the intert00bs I stumbled upon a sweet animation program named Spine. The great thing about Spine is that it let's you create bone based animations AND it has a Unity plugin(!). Having your animations stored as bone transformations instead of using sprite sheets means that you can do animation blending and even physics based animations as you would with 3D models (== awesome!)

söndag 29 september 2013

Playing with yourself is boring................ehrm

Anywhooo!

Multiplayer is always fun. So I've started implementing it. At the moment you can do pretty much what you can do in singleplayer...only with more players. Animations don't work yet but since Unity 4.3 will have 2D support (yay!) I'll wait for the next release before implementing it.

torsdag 26 september 2013

Some art.

Started working on some new art for the player character. I'll admit I suck at drawing, so thank god for vector graphics.
I can highly recommend Chris Hildenbrands's fantastic tutorials over at http://2dgameartforprogrammers.blogspot.se


onsdag 25 september 2013

Footsteps

I updated the enemy ai with hearing so that they detect the player if he is close enough, unless he is sneaking, and so I thought; Since the enemies are able to hear you, why shouldn't you be able to hear them?

The game is viewed from a top down perspective so I have to use both audio and visual effects to indicate that you are close to an enemy and from which direction the enemy's sounds are coming.
What I decided to do was to add a shoeprint effect whenever an enemy is close enough to be heard but isn't seen.

Peep diz!