Finished up the Dungeon Hub room design. This will be a small room at the top of town (through the skull doorway) where the player can get teleported to all sorts of dungeons. Pretty happy with it so far though I will need to add some minor animations to it and also figure out the best way to place it in-game.
It is behind a sliding panel in the hallway upstairs. Our faction allows me to stand in front of it on the second day of every third month, the day my mother cuts my hair. I sit on the stool and my mother stands behind m e with the scissors, trimming.
Yui laid in her bed the same way she always did. She would stare at the ceiling, dreaming about ever being able to get out of her dungeon of a bed. For years she would cry because she knew she would never be able to start school, or meet a boy, and get to do other amazing thinks youth does. It came to a point where she remained completely silent in her tomb of torment. All she could do was watch tv, and watch her frail mother take care of her.
Teleport animations for the lich boss character! This guy is not a big fan of walking or hovering, so instead he just teleports away when you get too close. I had so much fun doing these. Can’t wait to finish all his animations
(which there are a lot of) and get him in game.
That’s all I have to show for now, everything else I have being doing is boring code stuff to make things easier for me and also work a bit better. Shop is almost finished tho so I should be posting something about that soon.
“The Academy has voted 17 students winners of the 43rd Student Academy Awards competition, selected from a record number of entries (1,749 films from 286 domestic and 95 international schools).
Joining the ranks of former winners like Pixar legend Pete Docter are this year’s at-home and international animation winners:
Student Academy Award: Animation
Die Flucht by Carter Boyce (DePaul University)
Once upon a Line by Alicja Jasina (USC)
The Wishgranter by Echo Wu (Ringling College of Art and Design)
Ayny by Ahmad Saleh (Academy of Media Arts Cologne, Germany)
The animation awardees and their counterparts in live-action, documentary and alternative film will now head to Los Angeles for a week of industry activities, culminating in an awards ceremony on September 22 at 7:30 p.m. at the Samuel Goldwyn Theater in Beverly Hills, where the gold, silver and bronze medal placements will be revealed.”
Here’s a preview of the Lich Boss in action. I hope you can see the GIF because tumblr is acting a bit weird about it. I should really start posting videos soon instead of gifs. So far the Lich has only one attack and just does it repeatedly forever. Coming along nicely however and should be done soon!
Other than that I have also implemented generation seeds into the dungeon generator. All that means is that I can now pass a string (text) into the generator and it will use it for it’s randomization which will result in always the same output for the same string. I implemented this mostly to help me during generation testing later on, however it might be interesting to add it as a feature in game where users can share seeds between each other to recommend dungeons or save seeds for particularly fun or challenging dungeons
That’s all for now. I will try and find a way to record and upload videos soon so I can give a better look at the finished boss. Cya!
Updated the weapon generation to also include colors. Colors can either reflect the type or element or just be random if the weapon has no special attributes. I also updated the attack animations so that the slash reflects the color of the weapon instead of always being white. This was particularly annoying to do since the slash and the character animation where a single sprite, so I had to separate them first BUT, I think it was worth it.
I also trimmed some frames from the attack animations because of input lag. There were 2 frames of winding up before actually bringing the sword down. Those 2 frames made it look smoother however the input lag was very obvious and most players would find that very frustrating. Combat feels a lot better now and faster now.
The generation for the weapon colors needs a bit of tweaking but I’m going to call this closed for now so I can go back to focusing on the Greenlight trailer. That’s all for now!
Finally put the Hub room in-game with some new animations on some of the assets and it’s also semi-functional! All that’s left now is to add a simple UI to choose a dungeon from three or so options, Maybe even add a way to enter a dungeon seed but that won’t be functional for a while so I’d rather focus on some more pressing stuff.
Next up I will be focusing on dungeons again, fixing bugs, make everything look better/smoother, and improve generation. Once the main game loop (Town>Dungeon>Town) is solid enough I will start focusing on Sound/Music and progress saving so you can quit while in the town and then come back to your same character and face your next dungeon (Until your character dies and you lose everything).
Anyway, there is still an incredible amount of work to do and content to add but WishGranter is finally feeling like an actual game. I will try to post another update sometime next week. Thanks to everyone who keeps sharing, spreading the word and giving support. Really means a lot!
Bit of a Path-Finding obstacle course for different enemy types. Still pretty rough but it’s definitely getting better. Once it’s a bit more stable I will move onto improving the AI of each enemy one by one and making them a bit smarter instead of just running at you and attack.