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Just Keep Sleeping

A topic by PapaZev created Jul 23, 2017 Views: 488 Replies: 16
Viewing posts 1 to 15
Submitted (1 edit)

Day 0

The Gist Of It

Just Keep Sleeping is a 2D Shooter game inspired by the Chocolate Rain flash game.  The gameplay is set on a single map with multiple floors the player can transition from by using stairs. The goal is to protect the people sleeping in the attic (Sleepers) from the oncoming hoards of monsters coming from each hallway on each floor. The player has  4 weapons that each have separate resupply crates on each floor.  The monsters come in waves with increasing difficulty starting from the bottom floors first then slowly rising. The player can barricade the staircases and hallways doors to prevent the monsters from entering the house but preventing the player too. Each hallway has an alarm system that triggers a bell when monsters are approaching from that hallway. The game is over when the monsters kill all the sleepers.


I know the scope may be a little too much for someone who has never made a game before but I'm hoping to get as much of this done by the end of the jam.

Goals

I'll be realistic and start with the easiest goals first and add in the harder stuff if I can, checking off items as I go along.

1. Movement system

    1.1 Staircase transition

    1.2 Door barricade code

2. Shooting System

    2.1 Body and Head hitboxes

    2.2 Weapon accuracy system

    2.3 Bullet penetration system

    2.4 Throwable items

3. Enemies

    3.1 A* pathfinding

4. Alarm System

Day 1

Not much progress today as family stuff has gotten in the way a bit but the movement system is at least... there.

Hopefully I can get much more done in the following days.

Submitted

Day 2(??)

More progress today. Character arms are movin' and at the proper shoulder joint to boot! Raycasts are being shot when player clicks but most importantly the character faces the direction where the arm is! I'm proud that one mostly because I didn't use a tutorial to make it. 


Next up are the weapons and the accuracy + penetration system. This one'll be hard. I want to get the position of the mouse and the position of the enemies and calculate accuracy depending on how far away the mouse is but I'm a bit stuck. Plenty of time to think about it while I actually implement the weapons.

Submitted

Wow! the controls look responsive and crisp! Great job!

Oh this looks like it could be fun!

This looks like it could be very fun! I'm going to watch this one!

Host

whoa nice work already with the movement + raycasting!! it's also really good that you're keeping priority of tasks in mind--your overall goals include a lot of features but if you can figure out your most core/important ones these other ones will be great reach goals after the jam. keep up the great work!

Submitted

Thanks! I've just been following tutorials mostly but I think I can do most of my goals by the end of the two weeks. I know jams are about bringing out creativity through deadlines but I'm never quite happy with a project if I don't see it all the way through. I've got way more goals I have in mind but I gotta keep it real :]. Weapon switching is done:


But I should be working on bullets and enemies next. Base gameplay is nearly done!


All I need is some proper art and maybe some music but I don't think that'll be anytime soon.

Submitted

Day 3

Guns are working, bullets come out at the right end. Ammo, magazines and reload time all for specific weapons are working nicely.

Submitted (1 edit)

Day 6

Hallway doors can be barricaded. Player can move up and down the staircase too. Enemies are next! Gotta get started on GUI too.

Submitted (1 edit)

Day 7

Dayum.

Enemy sprites are still a work an in progress and all they're gonna do is walk forward and start hitting any barricade/player that's in front of them until they eventually get to the staircase.


But todays problem was a bug with the shooting mechanics. You see, I have this script that disables the weapon prefab when the player changes weapons. This works alright, even with the main shootin' tootin' script as a child for each weapon. But today I learned that if you disabled a gameObject, then all the coroutines just give up. Which is bad, because I had a WaitForSeconds to simulate reload time. It took me a whole day to learn that Invoke() isn't effected by scripts OR gameObjects being disabled. So now when the player runs out of clips, I turn the script off (this.enabled = false) then invoke a small Wait method which just has this.enabled = true after seconds dictated by reloadTime. WEW

Edit: Here's the creature designs:


Submitted

Day 10-11



Enemy are movin' and groovin'. Changed bullet from a moving object to a linerenderer that spawns at the end of a raycast. Figuring out how to render the length of the line while still keeping the right rotation was a bitch but I got it working in the end. I'm a little paranoid with adding too much performance hit where it isn't needed so I'm figuring out how to implement enemy movement without a dynamic rigidbody. It still has a kinematic rigidbody for hit collision.


Next up is an enemy wave spawner, enemy attacks, enemy climbing (To get to the sleepers), enemy interactions with barricades, and hopefully some improved enemy movement


I SHOULD get onto gui soon...

Submitted

Day 11

Animation is hard


Submitted (1 edit)

Day 13

Boy this is getting pretty close. I've got most animations done but I'm nowhere near what I originally intended for this project. I've had to take a couple of shortcuts just to get what I've got on time.



But this is the checklist that I HAVE to complete by tomorrow:

-EnemyController

    -Difficulty setting

    -Wave Spawner

-Enemy Damage

    -Barricade Health

    -Player Health

-Sleepers

-Gui

    -Main Menu

    -Ammo count

    -Reload Timer

    -Barricade Timer

    -GameOver state

Submitted

Day 14

Good news and bad news.

Bad news: The project isn't nearly close to what I'd imagine it to be and there are a lot of things missing. Some art and sounds probably aren't going to be done on time and the code isn't as good as it could be 

but

The good news is: I'm going to continue on with the project after the game jam! I'd also like to thank the jam coordinators for making this jam so I could finally get off my ass and make something. This game jam was a huge learning experience for me and I've learnt so much about programming and game development. 

Also, progress update gif:

My current game plan is to delay the project until the very last minute so I can add in menus and stuff. Hopefully I have enough time as there really isn't much of a game at the moment. Once the menu is done, with a difficulty setting and the ability to start and restart the game.

Submitted

DAY 15

https://papazev.itch.io/just-keep-sleeping

Damn this was close. It isn't fully finished but at least I got it into some form of a working state. Development might be a bit slower in the future but if this gets enough of a following then the dev time will increase accordingly. Hope everyone had a great time during the jam!



I've still got a lot to learn and a lot to do but I think I've made great progress so far. There's a lot to be fixed with this and honestly I'm not to proud of the game in it's current state. Hopefully the next time you see this game it'll be worth something!

Only one thing to say.... 

THIS LOOKS AWESOME! 

While the Jam is over I still look forward to seeing this somewhere! I have watched from the start and I don't want to see the end yet. 

This game certainly will be worth something with the dedication and time you've already put into it!

 Congratulations on experiencing the Jam as much as you can and learning as much as you can, can't wait to see more from you! 

Submitted

What timing, I've actually worked on it a bit today and was just about to release an update... patch... thing. Thanks for keeping with!