Not a Clone Progress: Menu Animations

There’s not much to report this week, largely because a huge amount of time has been spent stripping out the previous menus, and implementing a new one to better reflect last week’s mockup. For example, to change the old start screen…

Initial conversion to iPad screen resolution
Initial conversion to iPad screen resolution

…to the new one Astra Wijaya made…

Mockup of the Start Menu
Mockup of the Start Menu

…GameObjects (this project is made in Unity) has to be moved around to make it easier to animate and script the UI.

StartScreenStartScreenImproved

This is actually a lot of invisible work. As weird as it sounds, there’s quite a lot that goes behind the scenes to update old stuff to look like something new.

Still, things are progressing smoothly. In other places, a few minigames now support multi-touch, making them a bit easier.

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!

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!

BaconGameJam02

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

Bacon Game Jam, Day 1

Here’s my progress of Bacon Game Jam game. The mechanics will be a lot like Swapper, although to be honest, I haven’t played the game yet. In fact, I was going to make a Hitman game until I discovered controlling 2 synchronized characters at once was fun by complete accident! So lets see how this goes.

BaconGameJam01