Sunday, 28 July 2019

Project Mega Max

Project Mega Max

Since my last post I've been continuing work on my personal jam project I code named Project Mega Max.



As you probably have already guessed it's heavily inspired by the Mega (Rock) Man series.



I managed to get most of the animation work for the PC done except for a take damage animation and a death animation. I've also noticed quite a few areas on the model that “need” to be fixed, but I'll forgo that for now and just keep working with what I have. I'll likely just cheese the hurt and death animations by using the frames I already have and use particle systems and the animator to represent the damage that I would like to animate eventually.



The first enemy is almost done, it attacks, patrols and re-spawns on death. It still needs defense logic. As you probably already have guessed it's pretty much modeled after the hard hat enemy in MM. Although not going to make it exactly the same its logic will be similar. I have a heavy cannon robot that I haven't animated yet and still have to model/rig a flying enemy and the boss. The heavy cannon bot will act similar to the first one, but will be bigger, slower and more powerful. Will likely make it shoot an AOE bomb.



I also plan to include component damage that will be represented by clothing destruction. I'm thinking of making it so the player takes component damage when health is 50% or lower. I was planing to have this mechanic be random but for simplicity sake I'll make it progressive damage will start at and will follow in this order chest-pants-boots-head gear. The chest and pants will be considered “armor” after they break things that will affect performance like boots and head gear. I'm still experimenting in my head how this should affect gameplay as changing too much could infringe on the design too much. I may just end up leaving it as a “two health bar” system.

The HUD has been partly animated but no real logic has been implemented yet. I still have to work on some tiles as the ones I made are kind of bland. Still haven't done much in FL Studio.

I've decided to just let my web hosting expire as I'm really not using the website anyway, my domain names are still good for a few years anyway and I can always just point them to my blog. The web hosting won't expire until the middle of next year, so I'm being a bit pre-emptive.

Day job is still consuming most of my free time, so delays and long pauses of inactivity are to be expected at this point.

Sunday, 30 June 2019

Personal Game Jam

Sometime at the end of last week I decided that I wanted to try and make a short one stage game from scratch. While I didn't set a specific time, I was hoping to be done by the end of this week (which obviously isn't going to happen).

I nearly finished the main PC though.



Some seam ripping, texture painting needs to be done and some alternate outfit variations need to be modeled to represent clothing destruction. Even though she nearly took a whole week to make, I'm still surprised how fast it went compared to my other projects.

I also managed to craft two unique enemies, I figure I need at lest one flying enemy and a BIG boss for the end for the stage.

Another thing I need to do is go back to FL Studio and try composing a soundtrack + sound effects.



Monday, 17 June 2019

Working on Beta

I've decided to stop working on the prototype as it was taking a lot of time doing things that I pretty much already know how to do and figured what little time I have would be best spent working on something that at least looks decent.

The time spent working on it wasn't a waste though as I now have a pretty clear picture on where I want to go with design. I may go back to it to try out some stuff I'm not clear on.


So I sort of finished up the PC character model, it needs a lot of polish, but that can be done later. The shading is done in Blender 2.8, and I have to say I'm really happy with the new rendering engine. Being an avid button clicker I don't care much for how they redesigned the menus in the 3D view port, so I'll probably do my modeling in 2.79 then bring in 2.8 for shading and coloring.