infamous space turtle Posted June 1, 2017 https://doodlebear.itch.io/thewizard Hey yall, So i'm thinking a game where you play as an incompetent wizard apprentice. Sent by your ailing master you manage the old wizards trade cart at the kings yearly festival. From this cart you concoct then serve each customer with a potion for their ills. The festival lasts a week and you take the game day by day, your progress reflected in letters from the stern master. Brainstorm/How will this work?: You are movement locked in your cart and have access to a large variety of objects. Each object can be picked up and put in your cauldron. When ready the player can serve the potion from the cauldron to the customer. Each day functions as a level, much like papers please. For this jam ill aim on finishing only one day but I might make more if this game is actually fun. A range of object types.. Guff (beasts heart, troll skull,mushroom, etc): the bread and butter, each has a handful of attached meanings( Beasts Heart: love, beast, heart, blood); Essences( Essence of absences, Essence of presence): These define one of two ways the potion interact with the customer. One adds one subtracts. Books/scrolls(tomes of ancient ill meaning, wizards guide to potions, etc): These include tips for the player as well as recipes for more extreme cases. Some can be dangerous to use, invoking dark magic. These too can be added to the potion but usually for little gain. The loop is something like : Customer indicates illness(Warts) > You devise a treatment(toad combined with the essence of absence) > The customer reacts accordingly(the warts disappear or not) > You know how to treat warts for future cases, next customer with new illness> repeat until the end of the day where the player is presented with a summation of their earnings and customer happiness. > The master scolds you via letter > next day. Interaction is straightforward, this isn't surgeon simulator.. The challenge is similar to PP in that you have to calmly work through the process curing colds, lonely hearts etc while also dealing with curveballs. A wrong ingredient can have unintended consequences. I don't entirely know how this is going to work. I am afraid. But whatever Ill give it a go. Anyway looking forward to everyone filling this jam with dopeness. Good luck humans. EDIT: If any one wants to send me 3d objects to include feel free. Suggestions for weird items is welcome too. Share this post Link to post Share on other sites
infamous space turtle Posted June 2, 2017 I had a tune in mind so I made track for it, first music iv made this year. Feels good. Iv also added two other tune pieces that i had lying around. Not sure if Ill include them in the game, they dont match the tone, but If anyone wants to use music off my soundcloud feel free. Share this post Link to post Share on other sites
infamous space turtle Posted June 2, 2017 Today I modified a weird lion dude I had into these 3, an old man, a onemanband and an heretical priest. I also colored some mushrooms and made some scenery. The reason their spasming out is I have their expression animation as one joined thing that's looping. Ill have to seperate it out and reimport them I think. Each expression is supposed to be its own state. Share this post Link to post Share on other sites
SharedControl Posted June 2, 2017 i love how the onebandman looks super focused Share this post Link to post Share on other sites
infamous space turtle Posted June 3, 2017 Made a bubble particle for the potion cauldron. Im not sure it fits quite, I might need to make them a little less err shaded and more cartoony? Share this post Link to post Share on other sites
Broxxar Posted June 3, 2017 Love the characters, they have an adventure time vibe to them which is totally my jam. Can't wait to see what wizardry they get up to! Share this post Link to post Share on other sites
zerofiftyone Posted June 3, 2017 This looks so cool already! Share this post Link to post Share on other sites
hedgefield Posted June 4, 2017 Wow looking great already! Share this post Link to post Share on other sites
infamous space turtle Posted June 4, 2017 Thanks Yall Peasant testing continued today this time with hallucinogenic forest mushrooms. For real though, today I sorted the pickup/movement and err pipeline of interaction. Basically every object that can be picked up has a bunch of "effector" scripts attached to it. When the object is dropped in the cauldron the effectors are added to a pool (the potion). When the button is pressed the potion is given to whoever is standing in the "Customer Zone". Im pretty pleased its doing what I wanted. I decided to go with a spray instead of a literal potion because it seemed easier than trying to awkwardly hand the customer a potion. Thinking about it now, it might be amusing if you throw the potion at them... hmmm well see. Also thanks broxxar for the tutorials, you might notice im using your object glow code haha. As far as issues go iv got some annoying things with the object i'm carrying becoming jittery when walking. Iv tried different move methods(velocity,MovePosition, etc) and fixedUpdate,LateUpdate. I didnt crack it so its on the backburner for now. Share this post Link to post Share on other sites
Ben X Posted June 4, 2017 This looks great, reminds me a bit of one of the entries for Double Fine's Amnesia Fortnight 2017, "The Gods Must Be Hungry". I agree with you on the bubble particles, btw. Share this post Link to post Share on other sites
infamous space turtle Posted June 5, 2017 Thanks, and yup ill sort those bubbles. Share this post Link to post Share on other sites
root Posted June 5, 2017 On 6/1/2017 at 9:06 AM, infamous space turtle said: EDIT: If any one wants to send me 3d objects to include feel free. Suggestions for weird items is welcome too. Are you looking for suggestions of things to model or actual models? I can make you some wizardly props if you want. Share this post Link to post Share on other sites
infamous space turtle Posted June 5, 2017 Either works. Im looking for potential ingredients to potions, I can model it myself if need be. If you'd like to add a few things that'd be really cool. Share this post Link to post Share on other sites
infamous space turtle Posted June 5, 2017 Iv added a line system that cycles the customers once treated and iv rung the bell. Currently they just slide into view which I change at some point. I also added a speech bubble which im thinking will signal the ailment to the player via a pictorial/symbol based system. That or a bubbled text display along the bottom of the screen. Im not sure though, I might do both with the text acting as a hint system, like it could be presented in a wizardly mind reading device like a crystal ball or something. . We'll see. At the moment its just a weird perfume conveyor belt. Share this post Link to post Share on other sites
infamous space turtle Posted June 6, 2017 Coin system now in place. Share this post Link to post Share on other sites
SharedControl Posted June 6, 2017 hahahaha! I have an old bat model here, i'll send you send you a bat wing so you can use as an ingredient if you want! Are you using blender ? i can send you as .fbx Share this post Link to post Share on other sites
infamous space turtle Posted June 6, 2017 Yesssssss please. A bat wing would be sweet! If you can send the blend file thatd be ideal. Ill probably switch up the textures to match the other objects if that's cool. Share this post Link to post Share on other sites
JTerry Posted June 6, 2017 I remember seeing the mushroom gif day one and just made it back here again. It's coming along really nicely and I've giggled at every gif. Can't wait to play it. Share this post Link to post Share on other sites
infamous space turtle Posted June 7, 2017 Thanks JTerry, So today I implemented a proper walking animation which was a bigger pain than expected. I ended up using unity navigation stuff. I also have the time limit system set up. When the day ends a guard comes and forces you to close shop for the night. There's a bit of UI in there too but its just the bones. Speech bubbles? Im thinking the non ui ones will contain symbols representing the characters intent while the UI bubble is a upgrade magical-wizarding-device that reads minds or something. Not sure what to do yet hence both being present and jarring. I made a clock too with a cute face. Itl be the main means of indicating time to the player. Iv been trying to keep UI to an absolute minimum incorporating as much as I can in the scene itself. Im hoping this forces the player to do everything with some degree of intention. Rather than being able to glance into the corner of the screen they have to at least mouse over the relevant object to see its value. Time is the main resource so ill try force the player to manage it carefully. The protagonist is afterall a mere apprentice wizard filling in for their master, bumbling about and fucking things up. Anyway it seems like ill be done with the core this week so I can spend the next getting assets finished and pretty(ish). For now bedtime. Share this post Link to post Share on other sites
infamous space turtle Posted June 7, 2017 Also Spider daddy never sleeps Share this post Link to post Share on other sites
JTerry Posted June 7, 2017 That clock is wonderful, diegetic UI is my jam. Share this post Link to post Share on other sites