Shaders and Models

Made a quick mock up on the mountain range so that i have some visible basis and decided to colour all the materials in the scene to give it more life. The shader i chose was completely at random but i actually like it a lot and i might keep this style for the rest of the game now.

World Map with Shader

World Map with Shader

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First Look at the World Map

I’ve finished most of the code i want for the world map. The game takes place on an island that has many different climates happening simultaneously in a very close range. I plan to have a different theme for each of the 10 stages. Ranging from snow to jungle to volcano to warehouse to desert. Nothing is going to be to scale on the island, the player character will be as big as houses/villages and trees and the mountain/volcano will probably only end up being two or three times bigger than the player etc. The game is going to have a very cartoon attitude about it, from models to colours to game concepts and storyline.

You can move around the island from node to node by swiping your finger left or right on the android device. Each level is represented by a small platform on the ground that lights up when the player moves towards it. To enter a specific level the player clicks the spinning cube above the character and level platform. I mostly lifted the idea for this type of world map from Crash Bandicoot on the PS1.

World Map

World Map

End Stage Text and Score

I added 3D text at the end of the stage once the player finishes. The jewellery flys up into the air behind the text and the player gets to see their final score. if you die before finishing the text changes to say you failed and try again. The first stage mechanics are complete. Now i’m working on the world map where you move from stage to stage and watch cutscenes. It’s proving to be a scripting nightmare but once it’s done i’ll post an update.

End Game Text

End Game Text

Level Complete Animation

Today i worked on scripting events that happen once the crazy old lady and her donkey finally make it to her lost jewellery at the end of each stage. It’s a simple lerp script that pans the camera and the jewellery upwards. Eventually there will be a GUI buttons etc up there for the player to look at and click to exit or keep playing etc etc. I also had to script a bunch of other things behind the scenes such as destroy all lost objects and pausing movement. This is what it looks like in action:

(the giant spinning cube is the little old lady’s lost jewellery)

Level Complete

Level Complete

Health Bar, Score, Visual Effects

I’ve added a bunch of new visuals to the game since my last update. It’s actually poor development planning, these kind of things should come much later in the process, once the core of the game has been developed and stable. But i’ve had a rough week and will develop whatever i want damn it. It’s my game. I’m still tweaking the amount of damage taken and received from hitting/collecting items or enemies. Levels are planned to be short dashes and not long sprints …hence the name Donkey Dash. Because of the short play time in-game i am planning to make the HP bar change drastically very quickly so the bar is bouncing from low to high at a vapid pace, to go along with the games fast pace as a whole. But we will see how that plays out as i keep developing.

Picking up the floating balls spawns a star around the player (and adds to the score). Picking up the floating boxes spawns a heart around the player(and regenerates the player’s health, unless at full HP which it will then add to the score). Hitting Crates spawns a hit graphic near the crates the player hit. Hitting an enemy spawns a random text word in comic book fashion similar to what i used in trashtastic(and reduces the player’s health). Throwing a cat now has a smoke animation trail effect (and the cat is able to collect floating spheres and boxes which add to the players score and health, and knock enemies out of the path…the cat is super helpful).

 

New visuals ("juice")

New visuals (“juice”)

Bouncing Balls

I’ve added some bouncing balls which the player collects to score points. The general concept of the game is to keep it simple but fast paced while having crazy visual stimulus happen on screen.  (Nothing has restrictions so crates and enemies can fly off in any direction and bounce of walls).

 

Score Sphere Preview

Score Sphere Preview

Brenden and his review of Blacksmith

Brenden and his review of Blacksmith

So a quick Update on Blacksmith: the game has roughly 2,700 downloads at the time of me posting this and is being featured in the European Computer magazine c’t. It’s really doing amazing and i’m super happy with everything that has come from it and all the people who loved the game. I got some amazing reviews and great feedback from tons of people from all over the world. It’s really encouraging and makes me feel really good with what i’ve chosen as my hobby. I only hope the games i make in the future can bring this much enjoyment to the people who play it in the future.

Except this one guy named Brenden…i don’t like him.

Since Blacksmith i’ve taken a break from programming and just relaxed on my couch for a few weeks. Now i’m back in the mood and making a new infinite running game for Android devices.

This is what i have so far for the game which i’m calling Donkey Dash as of now…You swipe your finger left to jump and swipe your finger right to attack. All other movement is automatic and its main focus will really be the 3-D graphics and art style which hopefully people enjoy. The game will have a comedic-element: the setting has you playing as a crazy old cat lady riding a donkey in search of her miss-placed jewelry. You have to defeat ninja dolphins by throwing your litter of cats at them, all to find your old pieces of jewels. Here is a really quick gif of what i have so far. Thanks for reading!

First ever gif of donkey dash

First ever gif of donkey dash