JTerry Posted June 4, 2017 For our WJ game, we decided to pick a game that we could finish with our very limited game dev chops. In Kill the Last Alien, four players find themselves at a dinner table towards the end of a delicious cooked alien mochi meal. With three aliens left on the plate, the four players compete to fill their stomachs. The game takes place over a series of rounds, with points being awarded to those quick enough to get the mochi. For now, here's a picture of the mochi! Share this post Link to post Share on other sites
nkornek Posted June 4, 2017 Pucker up for that last mochi. Share this post Link to post Share on other sites
Lama Himself Posted June 4, 2017 They look definitively tasty Share this post Link to post Share on other sites
JTerry Posted June 4, 2017 Not a whole lot of game play to show off yet, most of the day was spent getting the Input/Event systems functioning well. However the main screen of the game is laid out and the player arms are on their first pass! Share this post Link to post Share on other sites
One8Two8 Posted June 5, 2017 The art looks great so far. Are you planning for it to be networked, local, or vs ai? Share this post Link to post Share on other sites
JTerry Posted June 5, 2017 3 hours ago, One8Two8 said: The art looks great so far. Are you planning for it to be networked, local, or vs ai? Right now it's local for four players across one keyboard, or 4 gamepads, or a hybrid. Eventually I'd like to make it # of players independent and adjust the number of mochis based on n players - 1. Game changes a bit when the player numbers go up or down though so that's a design choice I'd like to shelf for a while Share this post Link to post Share on other sites
JTerry Posted June 5, 2017 I should also mention the art for our game is being done by the incomparable James Palermo! Share this post Link to post Share on other sites
JTerry Posted June 6, 2017 Spent an EMBARASSINGLY long time getting this to work semi-properly tonight. Feels good to have the hands doing something though, next is having them return with the mochi they picked... but only if they chose it first! Would also like to adjust the sprite layers to make sense Share this post Link to post Share on other sites
Zirrrus Posted June 6, 2017 These screenshots are making me hungry! Share this post Link to post Share on other sites
infamous space turtle Posted June 6, 2017 This looks great, cool style. Share this post Link to post Share on other sites
Old News Belida Posted June 6, 2017 I can't really express how much I enjoy that gif of just a whole bunch of arms with chopsticks coming into screen. Looks rad. Share this post Link to post Share on other sites
JTerry Posted June 7, 2017 Wasn't able to write any more logic for the game today but James cranked out some Menu screens! Splash screen for the initial load and a quick guide on how to select mochis in game: Share this post Link to post Share on other sites
JTerry Posted June 8, 2017 Sat down to work on this tonight around 11:30 and found out my progress from Monday was lost! So, I spent my dev time tonight getting back to where I was at. Luckily, I managed to speed through the repeat work and got the arms bouncing backwards tonight as a little bonus. In addition to the tweaks I wanted to make earlier in the week, I'd like to adjust the arm speeds to all reach their mochi at the same time since the game isn't accounting for which arm makes it there first on screen and only relies on how fast the player can lock in their decision at the beginning of the round. Hopefully tomorrow yields more progress! For now, it's time to push to Git instead of relying on my local computer to maintain my codebase Share this post Link to post Share on other sites
JTerry Posted June 9, 2017 Another busy night for us! No code changes but James got our mochis looking spritely as ever! Share this post Link to post Share on other sites
JTerry Posted June 12, 2017 At the expense of updating this post, I managed to make slow but steady progress over a very busy weekend. Sans gif, I did add the mochi-grabbing goodness during the rounds and a constant time to mochi (or CTTM) when the round starts regardless of the hands being used. I'm hoping to make more headway tomorrow night after work, and I will post nice gifs then too. Happy final week! Share this post Link to post Share on other sites
JTerry Posted June 15, 2017 Yay! Finally had time to sit down and iron out some major chunks tonight. The mochi are dancing, players can grab them, and the "round" logic is in place. Next on the list is much-needed UI to keep track of score and display user's successes/failures when reaching for the mochi. Share this post Link to post Share on other sites
JTerry Posted June 17, 2017 Menu screen! Spent some time making it a little more flavorful today. Need to hook up the instructions screen then finally start on better in-game UI and scoring! So close to finishing, it looks like we're just going to make it to submission Share this post Link to post Share on other sites
JTerry Posted June 18, 2017 Getting close to the finished product, Score UI is in now, just need a winner screen at the end of a game with the option to replay. Share this post Link to post Share on other sites