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Found 29 results

  1. The objective of the game is to delivering advertisement pamphlets by mail to people who don't want it. The player must travers a small neighbourhood and deliver several pamphlets right to peoples’ doorsteps. The way there is somewhat hazardous, with dogs and robot mowers in the way. The game looks and plays like a classic Zelda game. The player can walk in eight directions, talk to NPCs and must complete missions for them to progress. As I am planning to use a lot of the assets and behaviours from this game in a larger project I am working on, everything will take place in one level. The player can walk around and is only limited by "hard gates". For example, will a street be blocked by a police car, which can be moved if the player helps a suspicious individual in the neighbourhood. Because I want to use the assets later, the world is built to be flexible. The world consists of several sectors. These are one screen in Zelda games. Each sector also holds a set number of squares. To continue the analogy with Zelda, Link takes up one square in the classic games. Each square has a list of possible assets it can hold, for example a hedge or a mailbox. The parameters of the world can be changed and everything within it will follow. If the world scales, the assets will follow and I won’t have to align everything again. By building the world this way I hope it will save time when the detail designing of the level starts. Each number represents a sector. The lines between them divides the NavMesh, with confines NPCs to one sector. The parameters for the game world. Each square's content can be changed. Sector one with empty squares. Sector one with some squares with hedges.
  2. [Dev Log] Great Play, Dad!

    Hey all! I've started work on a tiny Wizard Jam game with the title "Great Play, Dad!" The back-of-the-box summary is this: Impress your kids by putting on the theatrical experience of a lifetime! Unfortunately, it looks like the rest of the stage crew called in sick, so you'll have to work hard if you want to hear "Great Play, Dad!" when the curtain falls! The game will be a single-screen 2D platformer where you play as the only member of a theater's stage crew who showed up for work today. You'll have to perform all the various tasks of the crew: running the sound board, operating the spotlight, changing out scenery, etc. This will be done by running around backstage and on the catwalk and interacting with different stations, responding to prompts coming from the stage (for example: an actor saying "He's got a gun!" will require the player to run to the soundboard and select the "Gunshot" sound effect). Each job will have a small minigame-esque task the player will have to perform in response to each particular prompt. As the play goes on, the prompts will start occurring with more frequency and the player will have to run around to get to them in time or else be penalized (likely with boos from the audience). I'm hoping to go for a Cook, Serve, Delicious kind of increasingly-frantic vibe, with a control system similar to Lovers in a Dangerous Spacetime. As of now, I've got a simple platformer up and running, using Unity's built-in 2D Platformer assets with some tweaks made to allow for things like ladder-climbing. I've got placeholder sprites in for the backstage environment and the soundboard, and I've set up the scripting for the soundboard interface. I'm in the middle of setting up a GameController to manage when prompts appear, the player's score, ending the game, etc. Hopefully soon I'll have a vertical slice with all of the game's basic functionality, and I'll be able to add more prompts and tasks as time allows. I've had trouble in the past leaving projects unfinished, since I try to make everything perfect as I go and try to do everything myself. I'm making an effort to organize this project into discrete tasks that allow for multiple iterations, so I don't get bogged down with one aspect for too long. I'm also forcing myself to use things like Unity's 2D Platformer package rather than making all of that from scratch, which is what I've tried to do in past projects. I have to keep telling myself that it's better to finish an imperfect game than to give up on a perfect one.
  3. The Game A first-person, procedurally-generated murder thriller taking place in a hotel, inspired by Hotel Dusk, Resident Evil, Twin Peaks, Animal Crossing, and Rogue. Latest Screenshots Latest Updates At the moment, this is the game. The sprite is placeholder, obviously. But tonight I'm going to get in some preliminary UI and procedural generation systems in (generating layouts based on room prefabs). I have some big ideas for this one, so I'll try to curtail them and just get the basics in.
  4. [Dev Log] Imagine The Man

    April 13: I just came up with this idea a couple of hours ago and it's still pretty rough around the edges. Pretty much everything about this concept is still in flux, but here's the basic idea: Platformer (probably 2d) where you play as a little kid and are unable to navigate the environment on your own. To navigate the environment, you imagine a guy to help you. At first, all you can imagine is a guy who's bigger than you and can pick you up and set you down: As you explore, and see more of the world, you gain more symbols that you can use to imagine your man. So, for instance, you might see a horse and imagine a man who can run as fast as a horse, or see a tree and imagine a man as tall as a tree. I'll probably do this in Flash/AIR since that's my most familiar platform, and it's a non-trivial idea to implement technically. The biggest challenge I can foresee at this moment is making the man sprite able to be all the different shapes he'll need to be to fit the imagination and still animate decently. For instance, the man as tall as a tree would ideally be slender with incredibly long legs rather than just whatever man sprite scaled up 10x. Even though I normally avoid Flash's vector animation stuff, I may actually want to try to use it for this project due to its suitability to that problem. I'm not really looking for a team, but if anyone would like to get in on this I'm certainly open to the idea. Tomorrow I'm hoping to nail down all the specifics of implementation and have a rough idea of the scope of the game, and maybe throw together a very rough prototype.