Saturday, July 1, 2017

Game Jam!

I'm participating in a game jam! It started today, and it'll last four weeks.

Still pretty sick, but it'll be nice to get my mind elsewhere, when I do have good days. Plus, it'll really stretch my Unity knowledge and make me better at my long term projects.

I've decided to make a 90s style mini-RPG and see how far I can get with it. As an added challenge, everything art-wise is going to be either hand-drawn or some form of open source... because all the art assets out there and the artists who make them are awesome.

I present to you-- Dame.
Day 1.

Friday, June 16, 2017

(Hopefully) Quick Break

Just a heads up-- I've been having a hard time lately, and I've been taking a short break from the game until I feel better.

I'm doing some work on my twisted neck, and a few weeks ago something fell into place. Those who know me in person know I have hyper-flexibility and tend to sit in odd positions... well, some of that seems to be due to the fact that I've never been able to feel neck / back pain before. I had no idea.

And damn, do I feel it now. :/ Which is good for me, because I literally can't hunch in damaging positions anymore and my posture's straightened out, but I'm in a lot of constant pain in the meanwhile.

Tl;dr-- Ouch, ouch, dammit, f--- f--- f---ity f---... ... ... I'll be back in a bit.

Thursday, June 8, 2017

Character Creator: Content Curation

Just a quick note-- I'm hard at work on the character creator still. I've just slipped into fixing / normalizing content creation. Completing incomplete sets, fixing errors.

It took me a while to notice, but there's several animation problems with the LPC set, even among the base characters. Men's stance widens partway through their walk cycle, facing south. Women facing east or west have a stutter on their arm swing. Women facing south on the 'thrust' animation (for weapons like spears and things, get your mind out of the gutter :P ) have their heads morph into a male's past the first two frames.

Why did her jaw suddenly become so wide...? OH. That's a dude.

Fixed! No more spontaneous thrusting sex changes!!!
It may look like a tiny thing, but you can't count on games always having these guys be tiny sprite-specs in the distance. I want them to look good.

Then you have the eyes not lining up with the walk animation, some clothes doing a skittering thing. Lots of little problems that have me doing a lot of graphics work. Anyway, I'll be working on this for a little while yet. Don't go anywhere. :)

Thursday, June 1, 2017

Character Creator: Demo!

I've added in animations!

Still need to put in more hair styles / colors / clothing options, but at the moment we're looking pretty good. :D

Wednesday, May 31, 2017

Character Creator: Animations!

Animations are in!

In some ways, this is a bit of a love / hate update. This is the update that highlights just how much is missing from our animations, and everything wrong with the set.

Children can only walk or stand. There is no hair for adult idling or running, in any style or color... because, if you'll remember, the idle was something I'd made myself. Thera only made run animations, not the hair styles to go with them. Then there are some animations that are broken or just don't work. For instance, the straight nose looks fine from the front, but when you're walking, it doesn't bob with the rest of the head. Some of the clothes are slightly offset.

And I also love the fact that I can see this in detail, as fast or slow as I want to; it was one of the reasons I'd made this tool at all, so I could preview all the gaps in this animation set, so I can see what was working and what wasn't.

This is coming close to being a usable tool now; there's still a good chunk on my plate before I can release it into the wild (messages to say when an animation sprite is missing being a big one, and the 'render' button doesn't do anything), but we're on track right now and I'm pleased with its progress.

Tuesday, May 30, 2017

Figuring Out Content Management

Yet another boring code section-- how to tell Unity what to do with the files / data.

I took the weekend off, took a break from coding to make some basalt column graphics for our terrain (it's not very good, but I'll probably fix it up in time). In the meantime, I paused on the character creator because I'd been hard-coding the icon buttons and the options and... while that 'game' is small enough to work just fine without it, having some system in place that loads in item data is going to be vital.

Trying out JSON data
I tried making the objects prefabs, and I've converted all the relevant data to JSON for the characters' clothing (again, focusing solely on the character creator). This is a new, foreign topic for me, and I'm still a bit shaky on it, to be honest. There's also XML and LUA as options, I know MySQL, and I might just seek out someone experienced with Unity and try to get them to talk to me about how they manage content... but I should probably just start with one method, see how it works, and go from there.

Sometimes I feel very apprehensive about tackling upcoming chunks of a project. The funny part is that I usually breeze through whatever I'm worried about, and it's things that I assume will be a breeze going in that stops me cold. The glamorous life of programmers?

Anyway, I'll be back with screenshots when I have something more exciting than JSON to screenshot.

Monday, May 22, 2017

Maybe if I keep repeating it...

I need to stop getting distracted by remixing / altering graphics. Color palette optimization, splitting dresses into skirt / blouses later...

(The LPC 'underskirt' looks amazing as a recolored blouse, by the way. Very Victorian. Absolutely using this in The Last Score.)

That is all.