Prototype: Murakami Progress #03 (November 2014 #OneGameAMonth)

Last time, I was in the middle of the rail system, particularly on setting up a menu that shows up when approaching a fork. Today, I have a prototype of the menu letting you know of the branching paths. Clicking on the buttons in the screenshot below will put Unity-chan down that path. Escaping from the menu is as easy as just turning around with a key-press (currently assigned to shift).

PrototypeMurakami03

Next up will be the camera animation. In the screenshot above, it’s hard to tell that our heroine reached a fork. Thus it’ll be necessary to visually show that the path does indeed split. That’s a little hard to do with the current suspenseful camera angle, so triggers will be implemented to pan the camera out.

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.

PrototypeMurakami02

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.