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!

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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 #11 (November 2014 #OneGameAMonth)

Phew! The automated build is finally up! This time around, I did some re-writes on how the drag & drop is handled between the inventory and puzzle plank-of-wood, meaning now it’s possible to pick-up the gun from the inventory and vice versa. Since today is #ScreenshotSaturday, here are all the screenshots!

I’ll be working on ironing out a few more things today, including wonky navigation menus, item placement not being stored at all, and more complex puzzle 3D orientations. Hopefully by next week, I can get started on combat, and with it, learning how to do IK-animations with Unity.

Prototype: Murakami Progress #10 (November 2014 #OneGameAMonth)

Apologize for the late update. To be honest, I haven’t had much time to put into Prototype: Murakami, and the point & click portions are proving to be more difficult than I initially expected. Still, I did add in a new feature: drag & drop into the inventory. The screenshot below demonstrates the pistol dropped into an inventory space. Should Unity-chan leave the puzzle at this state, she will now have the pistol equipped.

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As of right now, this is only a one-way drop. Once the pistol is dropped into the inventory, it can’t be take out. I’ll be working on making sure the pistol and other items can be dragged out of the inventory. Still, this is a pretty darn good start in my book for an inventory system, especially since I’m programming this from scratch.

I’m still working on this puzzle portion, but I may have a playable build posted tonight.

Prototype: Murakami Progress #09 (November 2014 #OneGameAMonth)

After a wave of events that happened at once around this weekend, I’ve took a bit of break on Tuesday before getting back on Prototype: Murakami. Right now, the current build is very broken, so there won’t be an automated post today, but there is a new screenshot to show off.

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Yup, Unity-chan is finally holding a gun. The plan is to have this as an equip-able item during the puzzle sequences, so there may be portions where you have to sacrifice your pistol for a brief moment to get through a certain passage. How thrilling!

And for early credits, the pistol was created by Lotnik, and licensed under Creative Commons Attribution 3.0 Unported.

Prototype: Murakami Progress #08 (November 2014 #OneGameAMonth)

I update the point & click portion of Prototype: Murakami with a rear-view mirror and an inventory space to drop your items into. There’s no items per se in the game yet, but the graphics are there for demonstration. At least the plank of wood now doesn’t look that bad anymore.

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So what’s with the rear-view mirror? Well, the idea is that time doesn’t stop when you’re approaching a point & click puzzle. While attempting to assess the puzzle, you’ll also have to keep track of what’s going on behind your character. This means I might put a few jump scares during the puzzle portion…

Prototype: Murakami Progress #07 (November 2014 #OneGameAMonth)

Yesterday, I spent some time working on the point & click puzzle portion…and found it a lot more difficult than I expected. The point & click puzzle itself exists in the 3D space, so to convert that space into 2D controls requires a lot more math. So instead, I switched tasks and started on something simpler: being able to look around in third-person aiming mode.

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Similar to Resident Evil 4, this causes your character to stop moving entirely. Additionally, aiming is done using a laser rather than a reticle. Killer7 fans should immediately recognize what this part is for: to emulate the incredibly disjointed combat portion, just in third-person perspective.

Prototype: Murakami Progress #06 (November 2014 #OneGameAMonth)

Today was a an incredibly busy day with the Bacon Game Jam voting period going on and the inauguration of the Tech Valley Game Space. I was able to fit in a few hours for Prototype: Murakami, though, to start on the point & click portion of the game. Behold!

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Alright, I admit it, it’s just a plank of wood. And I don’t think I’ll get any cookies when I say getting to here was a lot harder than I expected. Rest assured the next update will be a lot more interesting. In fact, you can playtest it right now!

Bacon Game Jam, Day 2

Here’s my progress of still unnamed Bacon Game Jam game. I’ve added in a Pikmin-like command system, traps, death, movable blocks, doors, and switches. Tomorrow will be all level construction. That, and of course the new graphics!

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Now that I think of it, I’m a little behind on schedule…