Prototype: Murakami Progress #20

Today’s progress report has some good news and some bad. First off, let’s go with the good: I’ve added a few more features. There is now an enemy spawning portal as seen in the screenshot below. They’re right now set to spawn up to ten enemies total, largely to prevent farming. Additionally, when aiming, the character will waver, adding more intensity to the game.

PrototypeMurakami18

Unfortunately, the project is far behind the expected schedule. Due to the current (financial) circumstances, I’ll be switching focus to other projects that can be completed in a shorter amount of time first, before returning to this project. The hope is to have at least a day or two of progress each week. Sorry for the terrible delay.

Prototype: Murakami Progress #17

Progress has been pretty slow, but we’ve now got a set of actions and animations to show the player is hurt, as well as adding particle effects for the enemy dying. While all of it is still a work-in-progress, the enemy exploding on the player is perhaps the most interesting visual effect:

PrototypeMurakami17

Anyways, a lot still needs to be implemented for the enemies. For one, they do not currently have one-hit weakpoints, which makes their 6-hit health points (an entire load-out of your pistol before reloading) absurd. Their hit animation that the enemies play every time the player successfully scores a hit is not very juicy yet. And a lot of sound effects are still missing. There’s still a lot of material to cover, so stay tuned!

Prototype: Murakami Progress #16 (February 2015 #OneGameAMonth)

We’ve been slowly developing Prototype: Murakami, largely focusing on the enemy functionality and animations. We’re pretty happy that the old Game & Watch-like animations for firing and reloading the gun are now gone. Additionally, the enemies now operate correctly, although they currently don’t hurt the player.

PrototypeMurakami16

The following animations has finally been fixed:

  1. Enemies now slowly walks toward you
  2. When close to the player, enemies will start sprinting towards you
  3. Enemies has a bizarre death animation (which is intended)
  4. Firing bullets at enemies will make them briefly stop, along with an accompanying “ouch” animation
  5. Player animation for firing bullets is now much more smoother and organic
  6. Fixed the player reload animation, which lets you see her face

Adding blood and explosions is next on the list of things to do. Fun stuff!

Prototype: Murakami Progress #12 (November 2014 #OneGameAMonth)

Hey, guys. Sorry for the late update. Last time, I said I was going to work on several things, including fixing the menu placement and making items persistent. While there’s no save slots to store your progress, you can now carry objects from one location to another with ease. Additionally, when the pistol is in the characters inventory, not only will she be carrying the gun around, she’ll carry it with her after entering doors as well! Things are finally shaping up!

PrototypeMurakami12

I only have a few more issues related to the point & click puzzle portions to iron out, including the orientation of the items when using them between different locations. I can finally get started on the combat portion very soon.

Prototype: Murakami Progress #02 (November 2014 #OneGameAMonth)

Last time, I was working on making Unity-chan move in a pre-defined, on-rails fashion from point-to-point. Today, I implemented a button to turn the character around 180 degrees at any point in the game. Additionally, I cleaned up the running and turning animation so that the character moves very smoothly. Lastly, I updated the physics so that the player can climb and descend hills pretty easily.

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The screenshot above shows my work-in-progress with the rail system. Like Killer7, the intent is to have several branching paths. As of now, the connections between each points are working, but the ability to choose which direction to go when approaching a fork in the road is not. Hopefully that can be implemented tomorrow, making the prototype of a navigation system complete.