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″]

Letters From Secret Santa Public Release!

Originally an Indies Need Booze patrons‘ exclusive game, Letters From Secret Santa is now released publicly for free! Check it out in these web portals below:

  1. Itch.io
  2. GameJolt
  3. Newgrounds
  4. Kongregate
  5. IndieDB

Description:

From the minds of Robert Denner and Taro Omiya, take a holiday trip through various locales and discover different Christmas traditions as you journey inside the imagination of a small boy reading letters from his secret Santa, in this text platformer unlike any other you’ve ever played.

Screenshots:

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Assets:

Along with the public release of Letters From Secret Santa, some of the artworks used in the game are released as well, to respect the Creative Commons Share-Alike license. The artworks are only slightly modified from the Jimmy Jump Pack by 1001.com, but it should come to use for those who use Unity game engine like me. Without further ado, here are the zipped art assets:

letters_from_secret_santa_images.zip

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 #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!

PrototypeMurakami12

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 #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.

Make it Juicy presentation today!

A reminder that we have a Make it Juicy presentation today at the Guilderland Public Library (NY), 6:00 pm EST. I’ll be presenting with the Capital Region Unity 3D Developers, and talk about the inner workings of the presentation.

You can Meetup here:

Make it Juicy: easy methods to make your games more engaging

Monday, Oct 27, 2014, 6:30 PM

Guilderland Public Library
2228 Western Avenue Guilderland, NY

11 Unity Developers Went

Here is our agenda for this meeting:• Greetings and introductions• Make it Juicy: 10 easy methods to make your games more engaging — presented by Taro Omiya• Wandering Automata:  Simple techniques for making your Non-Player Characters do something — presented by me• Discussion of future meeting topics and logisticsI received very little resp…

Check out this Meetup →

Can’t make it? Don’t Panic! The presentation is up on GameJolt as well! Just check out the Unity webplayer below:

http://gamejolt.com/games/other/make-it-juicy/35387/

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.

PrototypeMurakami08

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.

PrototypeMurakami07

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!

PrototypeMurakami06

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!