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!

What’s next? This month’s schedule.

So now that Prototype: Murakami has unfortunately been delayed, what’s next? Well, we have a ton of stuff coming, and we think a little transparency is in order. Here are all the big events going on at Omiya Games:

First, a Pie for Breakfast game called Dead Man’s Trail is going to be submitted for Indies in the Middle at Smithsonian in DC. And naturally, we’re giving as much help as we can for the project to meet the live-judging deadline. We’ll keep you up to date on how that goes.

Second, we’re collaborating with Indies Need Booze to create next month’s free game for them. Jacob, the organizer, has been incredibly supportive of our games, and it’s only fair we return the favor. We’ll have more about that in the coming few weeks.

With two projects going on at once, we won’t have the time complete a game for November’s #OneGameAMonth. What does this mean to the Patreon donors? Good news! Donors will not be charged this month. The campaign is setup so that donors are charged only when a game is out, so this month, they get a break and keep those precious dollars for holiday shopping.

Lastly, this leaves December. We’ll be helping Tech Valley Game Space to organize Ludum Dare, the world’s largest online game jam, in the Troy, NY. This major event will take up the majority of December, since even after the 72-hour development period, there’s still a 3 week period of voting. We’ll probably do a lot of live streams playing other people’s games, so stay tuned about that.

Ludum Dare 31 (Jam & Compo)

Friday, Dec 5, 2014, 7:00 PM

Tech Valley Game Space
291 River St, Suite 304 (3rd floor) Troy, NY

5 Space Cadets Went

Are you ready to get started on the largest, longest running Online Game Jam in the world? Let’s kick-off the Ludum Dare challenge, both Jam (team, 72-hours) and Compo (solo, 48-hours), with a bang! Remember to read the rules and post on the Ludum Dare site that you’ll be participating this exciting event:http://ludumdare.com/compo/rules/Please …

Check out this Meetup →

Hopefully that makes our situation a little more clear, as well as explain why Prototype: Murakami was delayed a full 2 months. In the meantime, we have updated Suddenly, Thousands to fix several bugs, including the camera being obstructed by walls all the time. Expect an update on all the web portals soon.

prototype-murakami v22

This is an automated post, previewing a game currently in development.

Controls:
Space to move forward.
Shift to turn 180 degrees and cancel the puzzle.
Hold the right mouse button or left ctrl to look around.
When approaching a fork, puzzle, or a door, click on the button that appears on the screen to select the next path.

[WP_UnityObject src=”https://omiyagames.com/webplayer/prototype-murakami/v22.unity3d” width=”610″ height=”343″/]

Changes for v22:
[Taro Omiya] Slightly adjusting the flash duration.

[Taro Omiya] Merge with Combat Integration:
Adding animations for firing and reloading gun.

[Taro Omiya] Integrating the camera animations into the actions.

[Taro Omiya] Working on adding camera shakes and similar animations.

[Taro Omiya] Changing the camera angle for reloading.

[Taro Omiya] Allowing the user to fire bullets.

[Taro Omiya] Adding combat controller to refactor all the combat stuff from the OnRailsController.

[Taro Omiya] Adding left hand IK on reload animation.

[Taro Omiya] Making initial progress on adding reload animation.

[Taro Omiya] Still modifying the animations. I hate it. Needs more exaggerated motions.

[Taro Omiya] Triggering a shoot animation whenever the person clicks the left mouse button.

[Taro Omiya] Starting off by using AngryBots script to handle firing shots. Not liking it.

prototype-murakami v21

This is an automated post, previewing a game currently in development.

Controls:
Space to move forward.
Shift to turn 180 degrees and cancel the puzzle.
Hold the right mouse button or left ctrl to look around.
When approaching a fork, puzzle, or a door, click on the button that appears on the screen to select the next path.

[WP_UnityObject src=”https://omiyagames.com/webplayer/prototype-murakami/v21.unity3d” width=”610″ height=”343″/]

Changes for v20:
[Taro Omiya] Refs #135: Merge with Puzzle Integration for cursor updates.

[Taro Omiya] Close #135: Fixing the cursor after letting go of the item.

[Taro Omiya] Refs #135: Fixing the close hand cursor to correctly appear after picking up an item. Switching to the default cursor on the inventory slots if it’s not carrying any item.

[Taro Omiya] Start #135: Making preliminary attempt to change the cursor around.

Changes for v21:
[Taro Omiya] Merge with Combat Integration:
Adding ability to aim up and down correctly.

[Taro Omiya] Finally got IK working on Unity chan, and it took forever.

[Taro Omiya] Fixing the Laser pointer incorrectly detecting checkpoint colliders.

[Taro Omiya] Merge with Puzzle Integration, for closure.

[Taro Omiya] Merge with default for finishing puzzle portions.

[Taro Omiya] Close Puzzle Integration branch. Everything is done (mostly)!

[Taro Omiya] Merge with default:
Merging latest puzzle changes.

[Taro Omiya] Merge with default to get the navigation menu fix.

[Taro Omiya] Merge with default to get its reimported assets.

[Taro Omiya] Merge with default:
Fixing the aim camera being snappy at weird moments.

[Taro Omiya] Merge with default:
Adding two-way drag & drop between world slot and inventory slot. This was done with major re-write of the puzzle codes.

[Taro Omiya] Merge with default:
Merging the drag & drop logic to add pistol to the inventory.

[Taro Omiya] Merge with default:
adding the dragging, no dropping.

[Taro Omiya] Merge with default:
Including the animation for pulling up the gun.
Removing the laser if a pistol is not equipped when in aim mode.

[Taro Omiya] Merge with default, and it’s puzzle integration changes.

prototype-murakami v19

This is an automated post, previewing a game currently in development.

Controls:
Space to move forward.
Shift to turn 180 degrees and cancel the puzzle.
Hold the right mouse button or left ctrl to look around.
When approaching a fork, puzzle, or a door, click on the button that appears on the screen to select the next path.

[WP_UnityObject src=”https://omiyagames.com/webplayer/prototype-murakami/v19.unity3d” width=”610″ height=”343″/]

Changes for v19:
[Taro Omiya] Refs #134: Merge with Puzzle Integration, adding mouse cursor locking.

[Taro Omiya] Close #134: Adding screen locking.

[Taro Omiya] Refs #136: Merge with Puzzle Integration for the puzzle piece rotation fix.

[Taro Omiya] Close #136: Fixing the rotation of a puzzle piece when dragged across the point & click portions.

[Taro Omiya] Refs #136: Working on adjusting rotation of puzzle pieces. Not sure if this compiles or runs correctly yet.

[Taro Omiya] Start #136: Re-adjusting the plane on the table.

prototype-murakami v18

This is an automated post, previewing a game currently in development.

Controls:
Space to move forward.
Shift to turn 180 degrees and cancel the puzzle.
Hold the right mouse button or left ctrl to look around.
When approaching a fork, puzzle, or a door, click on the button that appears on the screen to select the next path.

[WP_UnityObject src=”https://omiyagames.com/webplayer/prototype-murakami/v18.unity3d” width=”610″ height=”343″/]

Changes for v18:
[Taro Omiya] Merge with Puzzle Integration:
Finally got puzzle persistance working.
Need to work on the angles of each puzzle element next.

[Taro Omiya] Refs #124: Fixing compilation error. Confirmed Unity-chan is carrying a pistol between scenes.

[Taro Omiya] Close #124: Finally got the items to be persistent per session, and most likely for the save game.

[Taro Omiya] Refs #124: Getting work on storing the location of the puzzle piece.

[Taro Omiya] Starting on adding PuzzlePieceLocation into SaveSlot.

[Taro Omiya] Minor syntax mistake.

[Taro Omiya] Refs #124: Fixed GameManager to be functional. Refactoring all the exit point dictionary information to the GameManager. Making the puzzle piece replicated under the GameManager instance, which is under a singleton.

[Taro Omiya] Refs #124: Finished working on the sound effects. Going to fix GameManager next .

[Taro Omiya] Refs #124: Creating a singleton script, copied from the Ichabot Crane project. Startig on sound effect and background music scripts and their settings.

[Taro Omiya] Updating Game Settings to be a static wrapper for save slots and options settings. Adding OptionsSettings.cs.

[Taro Omiya] Adding SaveSlot script.

[Taro Omiya] Moving prefabs around.

[Taro Omiya] Updating prefabs to handle the latest script changes.

[Taro Omiya] Still moving scripts around.

[Taro Omiya] Moving scripts around.