Prototype: Murakami builds (as of February 5th, 2015)

While Prototype: Murakami has been punted to a lower-priority project, I do want to share how much progress I’ve made with it. I’ve noticed that the webplayers themselves has been doing poorly (I suspect it’s the Unity deferred lighting setting) so I’ve compiled and zipped the more-stable native builds. Here they are for each platform:

[download id=”1723″][download id=”1726″][download id=”1731″][download id=”1733″][download id=”1735″][download id=”1737″]

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 #13 (November 2014 #OneGameAMonth)

Today, I finally ironed out a lot of bugs I had left-over on the point & click puzzle portions of the game. The items being dragged around different puzzles now rotate to the correct orientation. The cursor now changes based on what action you take. Finally, the cursor appears in the game only when it needs to, i.e. when buttons appear, or you’re in a point & click puzzle portion. This means that I can finally get started on the combat portion of the game.

PrototypeMurakami13

Actually, I take that back. I plan on taking a break for a few days due to certain circumstances (a birthday to celebrate, a few unfinished choirs, etc.). At least this time it’s a scheduled break from development. I plan to be back on this project Monday next week, so stay tuned!

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.

PrototypeMurakami09

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 #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.