uuuugggghhhh spent way too long getting the camera to function the way i wanted it to :C nearly half the day!!!! but its doing now so thats good lol. (super newb at programming)
Newho. progress for the weekend!
Agreed, the camera works really well. I love the way the lamp stays on when it's knocked over as well. Getting your head around 3d vectors and cameras and stuff is not simple stuff. You look like your getting there. Half a day is not slow to make this jump ;)
Remember. even if it's not (strictly right) go by the way it works and how it looks to you. My cameras are completely NOT right, so I adjusted everything so you don't know they are not right. Much quicker than trying to work out where I went wrong. Time is a bit more precious with game jams...
Keep up the great work.
2 answers for this one.
1. It's made in a new language called Monkey2 - a version of basic that is compiled down into c++.
2. currently monkey2 3d is being developed, so all of this is actually custom programmed from scratch in OpenGL. That includes the 3d editors and everything else. I'm sort of working with a new timeline system I'm working on to provide lots of interaction and animation. I also did all the particle stuff, etc, so there is nothing that is actually used off the shelf.
Here's a current pic of the animated lighting for the Battle Arena

I know it looks a bit dark, but it's a work in progress...
Here's a much more interesting dev pic:

This is me trying to work out how you will fight battles, what the cards will be how they will integrate, etc.
From this You can probably surmise that there will be a deck of cards, which are dealt out each round. The deck will have battle and shield cards plus one fatal card.
You play a card, they are compared and someone wins the round and someone looses a heart life. continue until one of you is dead - hopefully not you!
This would also mean (much later on) there could be different decks, or deck building?
hi guys!
me and my friend started last week during our free time. Now that he finished his studies, we can push the game forward. so far, we made a design that both of us agreed on and will start doing the gameplay mechanics.
here's our progress

GIF here: http://imgur.com/hL5wwnK
thanks!
we're still playing around on the mechanics and story but the idea is that you will fight a boss for 30 seconds(borrowed time) and the time resets for you to buy powerups and equipment until you beat the boss. we love making the concept of a time paradox thing in which it changes the fate of the future by altering something in the past
Final one for the day - and animated.

this shows the Battle Arena and battle cards. in the distance you can see that the enemy has already placed a water shield card. so if we played anything with water it would be shielded!
in essence the card system is nonoperational with a proper ransomed shuffle, pick from the top, etc. this is all being done in the background. the visuals will now need to match.... <grins>
LOL, still lots to do to get it all working.
Heres a TIP for you:
Lets assume we have 2 modes ( play and battle ).
and we have a boolean IsInBattle:bool (yes/no variable) to decide which mode we are in.
instead of using a bool, use a float. and check for <=0 is in play >= 1 is in battle.
You now have a slider which you can use to morph/fade/do some transition between play and battle.
I usually use a _gameMode:int to decide what I am doing. but I found that a lot of it became time based, so instead of GAMEMODE_PLAY and GAMEMODE_MENU I needed GAMEMODE_MENUTOPLAY, etc
You then end up with a lot of big case/switch/if statements to pick which mode you are in.
Currently everything is being controlled by time and timelines. I trigger a timeline and it returns a value from 0 to 1. 0 being one state 1 being another state. everything in between is some form of transition.
E.G. I am currently going from play into battle modes. and just set a transition for 2 seconds. but it was too long, so I kept tweeting the timing variable until it felt 'right' As it is time based, it will run the same on any platform or computer.
Think of it as sort of invisible events. You can trigger a defined time - read the position, and be notified when it reaches the end.
I am not sure if Unity or Unreal have these things as default, but I am sure they could be quickly knocked up. Maybe think about it for another time ;]
So, what's todays WIP I hear you cry? Today is about transitions. from a play state to a battle state. This means the current map of tiles must go away and a new 'Battle arena' brought in...

So the clock is stopped and moved out of the way, the current card are hidden and a new battle deck brought in, and new battle tiles are dropped in place. plus the lighting is lowered and color boosted.
The FPS is wavering because of the screen capture, just so you know it's not the game :)
Hey so i have done some more on the game,
I have added extra enemy's that each drop different amounts of time so they can be added to the clock.
A damage system for player not for enemy's yet.
Finished working on the system that allows you to move to the next area after you defeat the enemy's in that area, an arrow pops up to alert you to keep going.
Done a leaf Particle Effect.
Still need music and animations but hopefully can get them done this weekend.
Really, really nice looking 3d art you have there :)
In the opening menu screen, the text might stand out a bit more if it was outlined in black?
Also watch the size of the flying leaves (which are a nice touch). you don't want them looking like big things - unless you too ;)
But nice work. I like it a lot.
Thanks for the comments bro, i really like low poly art style stuff.
the opening menu screen was just something i whipped up in 30 secs just to get something working.
yeah i think i may have placed the particle effect to close to the camera which look way to big,
thanks for watching it tho i really do appreciate the comments looking for any advice for it this is my first game jam.
So Todays WIP is animated (yay, but they didn't appear in the promo vid?) I'll need to create a utube account I suppose??

This has been gamma corrected so it isn't so dark. But it gives an idea of how the battles will be fought, models are now bigger and brighter and show their respective health.
You also can see how the view will flip from one side to the other giving a more dynamic feel.
I've worked out how the attack cards will operate against each other, so just need to implement it all now
Hi all, this is my progress so far. I still have to replace the character, have the HUD update and add some sound effects. In this video you can see some turrets trying to kill me (I'm not great at avoiding them), pickups (5/10 seconds, double jump and stars - which I will probably get rid of) and moving platforms, very easy to customize, you just have due to the use of splines (they are amazing if you haven't tried them).
This being my first game, I'm quite proud with what I have so far :). Let me know what you think.
Would be great if you could ignore the sound in the video and the first 5-6 seconds. I struggled finding a proper free screen recorder, any suggestions?