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Devlogs

Day 2

Cut the Cards
A downloadable game for Windows

On day 2 I mainly focused on trying to get enemies into the game, and implement the combat system. To start with I created a basic fleeing enemy system using the reaper character, this system will tell if the player is in range of the character, and then using the Navmesh will flee. It is a very simple AI, but I wanted the player to actually be a reaper, so there were going to be enemies who were scared of the player. Then I needed enemies who would fight back, so I made another script for these enemies, they will do the opposite and will chase the player if he gets in range, and if you get even closer will shoot you.

2 of Hearts

Having done this I decided to make a difference between the suits, and changed the way the hats looked, a very simple change but one that, when mixed with the colour and suit changes would make the enemies a bit more interesting (note, I used the same card template and only changed the hat, I was a bit pushed for time and didn't really need the individual suits drawn out like that):

Diamonds
Clubs
Spades
Cards Front View
Cards Side View
Cards Back View

With the modelling done, I decided to UV unwrap the character, as this would be important for some sense of optimisation, I made sure to have all the materials done in one UV map so that you would only need one material, then to make it work a bit differently, I used the same method as with the Reaper, and made sure to save the front face as a different material, so that you could change the cards suit and number without affecting the rest of the texture and without needing so much repetition.

UV Map
Black Cards Material
Red Cards Material

I then did something very stupid and wasteful. I painted each individual cards face, now I used a stencil so it didn't waste so much time, only taking 45 minutes or so, but it was very wasteful as I didn't use all of them in game, I had planned on it, but didn't have time in the end. 

Cards


I also made two joker cards, but they were never used:

Next I rigged the cards, I made sure to optimise this process by disconnecting the hats off all the cards, and only weight painting the one card, and then duplicating it after the fact.

Card rig

For animating this, I was trying to follow the Alice in Wonderland reference, or rather the very over the top Disney style animation with a lot of follow through and squash and stretch, I think I may have made them a bit too wobbly, but I think they turned out okay.

After that I put them in game, set up their AI and tested it. It seemed to work fine, but the version of the AI I was using was simple, so I made it a bit better, combined a bunch of scripts, set up their health, set up the player attacks to damage them, and set a bool that changes how the player interacts, fleeing or attacking, and then finished up. After testing this out I found the player a bit boring, so decided to give a quick particle effect, and made the glowing scythe with the trail effect.

That was day 2.

Resources and Tutorials used:

Download Cut the Cards
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