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The Itch Page has been updated with the latest version of the Tech Demo, now including a barebones version of the Skill Builder!
Warning: A lot of stuff still doesn't work yet. Use [Motion] + [Strike] to get the default attack behavior.
Posts by Shadestyle
2/2
Also, added a Preview Bar that shows the character's animation progress. I might add some more stats as well, for later.
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1/2
Minor improvements to the menu, using a dropdown menu for Skills/Characters, and adding deletion functionality for dragging Scroll Pieces away.
I hope you guys still like seeing this stuff.
Motorcycle mode... Flip the car to access the alternate mode...
3/3
By placing multiple Katas after a Motion Scroll-Piece, you can blend them all together into a single walk cycle, leading to amusing results.
Likewise, by adding multiple Katas after a Strike Scroll-Piece, you can perform multiple attacks in sequence!
2/3
Had an issue that I managed to fix, where Animations would blend additively when you combined them, instead of evenly blending them together.
It was too funny not to record first, though... Slenderman ass ability. I might add it later as an explicit ability, though.
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1/3
Skill Previews and Altered Moves are now working! As such, you can now enhance the Motion Scroll Piece with the Default Intro Kata in order to perform the rare and highly dangerous Griddydashing maneuver.
(More gifs after this!)
The most annoying problem turned out to be a bug where if the character didn't have AP, they wouldn't actually preview walking because they were too tired.
The ONLY reason I figured it out is because I spotted my Debug Log Text, "You're outta here!"
needless to say, i am a very good programmers
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Okay, two onion sandwiches, a two-liter of off-brand Mountain Lightning™ a Venom Original, a bowl of grapes, and a lot of me laughing and muttering "you little fucker" later...
You can now MAKE an attack, then have that attack WORK, and also PREVIEW it.
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Lots more work done on the custom skills. Previews, Menu Changes, and some new sprites and art for em.
2/2
Also, since I had some free time, I went ahead and made some actual graphics for the Skill Scrolls and Pieces.
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1/2
Yet More work on the Custom Skills UI. Got Rearranging working again, among other things. We're getting close to being done with the UI and being able to move on to the fun parts.
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More work done on the Custom Skills UI.
🤡I forgot how badly I programmed my core UI system
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Lot of work left to do on the visuals and mouthfeel, but at least now I have *something* to make different Katas visually different at a glance.
3/3
In this case, I put three Animation/Kata Scroll Pieces together, and fixed the bugs so the animations would play one after another.
2/?
So the next step is being able to build them. Currently, Custom Skills can only play animations and nothing else, but hell, that's good enough. We're officially constructing state machines from mutable bits.
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1/?
Oookay, we've officially crossed the rubicon. I managed to get a fully custom action into combat, now.
4/4 Next step will be making an Attack piece that can "Eat" all the animation pieces in front of it.
so you could drag together [Attack] + [Kata] + [Kata] to do an attack with two animations played back to back, as an example
3/?
So by putting three animations in a row and nothing else, it will just play the animations, then end the turn.
2/?
So, the gist of how it works in code is this:
A Skill Scroll is made up of Scroll Pieces
Each scroll piece will try to "Consume" pieces after it.
If it finds one it can't, it stops there, makes a list of states, and adds that to the stack.
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1/?
The game's first fully custom skill has now been created. (It's just three griddys in a row.)
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Okay, update on the Custom Skills system, you can now select a character, which will spawn them, then boot you into the skill selection menu, with a filtered list of all the skills that character knows.
Now to get on with the actual custom skill portions!
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Okay, you can now spawn and swap the characters you'll be building skills for. Step one down. Like, seven more to go for the Custom Skills system!
2/2
I fixed the camera fuckery, building fuckery, a bunch of softlocks, the fucked graphics can now be turned off, and a bunch of other stuff.
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1/2
An IRL friend bullied me into it, so I released a bugfixed updated version of Miterworld to the itch, for whoever was playing the first buggy as hell version!
Version 0.00.00.0.0.3 is out!
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Aight, scaling works now. Only limitation is you can't scale the root item. Deciding if I want this to be intentional or not- scaling the item you're equipping might be weird and lead to unintended stuff.
Thoughts?
I have the opposite problem. Getting motivation for Game Dev is surprisingly easy, when I go on Steam and look for something to play, only to grow increasingly pissed when I can't find anything interesting (to me).
"...Welp, Guess if I want a fun game to play, I'll have to make it myself..."
Playtesters, years from now:
"Yeah I dunno, it just feels like the game's soul disappeared... Somewhere along the way..."
2/2
Additionally, I fixed an issue with pausing, and an issue with cluster items not activating when you swung em.
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1/2
OKAY!
So now the camera is fully fixed up. The Freecam toggle isn't really needed anymore, because now, the camera won't pan or rotate if you're dragging a gizmo or an item or whatnot. That was an issue some people complained about.