Zirrrus

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Posts posted by Zirrrus


  1. Didn't get much done today. Ripped apart a bunch of the code and restructured it so it could be used outside of the map editor.

    Then I implemented a level select for the main menu. Which means that now you can make/edit, save and load maps, even select them to be played...at which point you run into the lack of game.

     

    I also made a first draft of the game UI, which takes up way too much of the screen currently:gameScreen_1.gif.1ed3f577ae4c2d39442dec359a39e847.gif


  2. Thanks y'all!

    I'm getting a little nervous because I still have not started working on the main game...but the map editor is pretty much done!

    You can now save and load maps, although there is still a weird bug when changing spawn and base location on a loaded map.

    The interface for that is still a little rough but at least now you get a hint text when hovering over a button(mouse not pictured for some reason).

    mapeditor_7.jpg.8aa828f66254616864809b7d1874c13d.jpg

     

    I also made a first version of the main menu:

    mainMenu_4.gif.a749e2b77b20b929beb7747444b5be24.gif

     


  3. Today I actually started doing some work on the game, well...the map editor.

    mapeditor_5.thumb.jpg.4d702c9af29dcccabbdee9f9f2e9382b.jpg

    You can draw a path by toggling the squares between wall and path(dragging is not implemented yet) and place the enemies' spawn point as well as the position of your base.

    The game checks the path for errors(it has to be a single, continuous 1-tile-wide path) and if it does not find "walks along it".

    Finished maps can be saved as .txt files, correctly formatted maps can be loaded. This still needs some work. And an interface.

     

    I also made some button graphics:

    mapeditor_6.jpg.7a496f440ba51a7d98a1334d3f1967dc.jpg

     

    Hopefully the editor will be finished tomorrow, I really need to start on the game proper.


  4. It's an itchio!

    The game is released, but I'll keep polishing it up during this week.

    The game page: https://zirrrus.itch.io/jelly

    The WJ entry page: https://itch.io/jam/wizard-jam-5/rate/149759

     

     

    jellies_10_cube3.gif.5a1a90a13e010c5ba1203dff12f4bfc8.gifjellies_8_cube.gif.ba36d63161b4a764cd56d9a7e51a5d07.gifjellies_9_cube2.gif.a22241657dd244ef100a599c97be9309.gif

     

    Original post with lots of outdated information below:

    Let the Jams begin!

    mmm_itchio_jamicon.png.798040a58eff7c58ec204f6eed50f5fc.png

    It's a tower defense game with enemies based on all of your favourite jelly-related things!

     

    jelly enemies

    Not too sure about these yet, especially the locomotion. One idea is that the basic jellies and jellyfish are pushing the other objects like siege equipment. This can lead to problems where all the pushing jellies get killed and the other things just sit there. Upping the HP of the pushers over time might be able to solve that.

    • basic jelly/jelly(jello) mold - "slimes", move but have no abilities, different kinds/sizes with varying HP
    • toast with jelly - the toast absorbs some of the damage
    • jelly-filled donut - has a little bit of armor before its HP are reduced
    • jar of jelly - has lots of armor and reflects a bit of damage(to your towers or other jellies nearby), turns into regular jelly once armor is gone
    • jellyfish - is faster(?), has an ink-related ability(disable tower temporarily? cloak nearby jellies?)
    • royal jelly - sends out bees when damaged? could be some sort of boss
    • petroleum jelly - damaging(or just killing?) it causes the surrounding jellies to heal slightly

     

    towers

    All the towers are shooting pieces of *********(Ananas comosus), kiwi, mango and other fruit that prevent gelatin from setting. These will probably be upgradable(if there is time).

    Not sure yet if these can be damaged by the jellies.

    • simple pea shooter - does low amount of damage per second to a single target
    • machine gun turret - does a high amount of damage for a short time, then has to reload
    • mortar - slow firing speed, single shots of high damage against a target with some splash damage to nearby enemies
    • splash - short range, does a very low amount of damage per second to all jellies in range

     

    map

    Tile-based. For now it'll just be a linear meandering path with no branching. If I have the time I'll first add some random generation and then try to maybe implement multiple paths.

    I still need to decide if the tower's range and their splash damage will be based on an actual spherical radius or a certain number of tiles around them.

     

    help

    If you want to help out, at this point I could use some suggestions for jelly-related things.

    And at some point I'll need a fun, wobbly piece of music for the game.


  5. What I'm doing: I'm pretty familiar with Unity, can write C# code(slowly and hackily) and do both simple 3D and 2D art.

    What I'm most interested in is providing art, probably textured 3d models. My style is lowpoly-ish and mechanical in nature. I have no experience with characters/living things and only limited experience with rigging and animation.

    Contact Info: You can message me here on the forums and we can work out the rest then. I also lurk in the #wizardjam slack regularly.
    Time Zone: UTC+1, Central European Time.
    Portfolio: I don't have a portfolio, but you can get a pretty good idea of my skills from my itchio games. http://zirrrus.itch.io/

     

    If you just need one or two models for your project, I'll gladly give it a shot too.