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[DevLog] Timeless Gun

A topic by Rovaxes created Aug 04, 2020 Views: 396 Replies: 9
Viewing posts 1 to 6

Timeless Gun (Work In Progress Title)

Hey everyone, I just wanted to keep a development log of my current works to help motivate myself and maybe others as well! So Im coming in solo (mainly so if I fail I'll only let myself down) and planning to work on a 2D game. I participated in the last Jam but unfortunately I really over scoped my project and couldn't complete it, so hopefully this time will be a different story. 

Concept

So my current idea is to have a side scroller adventure game where the protagonist finds herself lost in a city where she finds a gun that is being inhabited by the god of time. The GoT (God of Time)  reveals that he is trapped somewhere and convinces the protagonist for her help. The two then go on a comical adventure with each other as they search the city (If I have time I want to make them travel through different time periods).  

I want to make it as funny and interactive as dr. langeskov, the tiger, and the terribly cursed emerald a whirlwind heist. If you haven't played it, you should check it out it's free and a really fun game with how the game interacts with you. Hopefully I'll be able to provide the same amount of interaction and humor in my game.

The game fits into the theme from the mechanics of the gun. It will have three different bullets; fastforward, rewind, and pause. You'll be able to shoot enemies and obstacles in order to progress to story.

Art

So I'm 100%  not an artist thus I'll be using pre-made art from others (with consent and licensing of course). I'll list there pages here so you can check them out if you like there work!

Day 1-2

I basically just set up the character controller making it as modular as possible and making it feel as impactful as possible. Basically adding the following....

  • Blend Tree for Jumps
  • Smoke/Dust around Legs when Jumping/Landing/Shooting
  • Screen Shake when Shooting
  • Recoil Shell when Shooting

I only had a run and idle animation initially so I used https://www.piskelapp.com/ to create a shoot animation and I used part of the run to make a jump animation.

Did some work setting up tile mapping following Brackeys tutorial (https://www.youtube.com/watch?v=ryISV_nH8qw). This way I can set up my world A LOT easier, I did have issues fitting my sprites into the tiles. The fix to this was adjusting the Pixels Per Unity to the block sizes as mentioned here (https://answers.unity.com/questions/1460391/tilemap-resizing-tiles.html). Another problem I had was having white lines between some tiles, this was fixed by editing the sprite sheet and adding a border to each tile I needed it for. This video does a great job at explaining why its happening and different ways to fix it (https://www.youtube.com/watch?v=QW53YIjhQsA). 

Anyways here's what I have so far (Sorry for my loud clicking). Let me know what you guys think and if you have any suggestions, thanks!!

Submitted(+1)

This game sounds fun to play great work so far look forward to seeing this process further

Thanks!

(+1)

Looks sick! Can't wait to try it out!

Thanks! Look forward to it c:

(+1)

The story line is cool, your little character, her gun fire and her movements looks good.

(1 edit)

Thank you, thank you, I tried my best to make the controller as smooth as possible c:

Edit: Just took a look at your work so far and it looks like a triple A title! Looking forward to playing it when you're done!

Thank you :)

Day 3

Worked on the Environment (God Bless tilemaps) doing LOTS of layering for one house and did some logic for...

  • Going through door
  • Going in and out of homes
  • Different bullet types (Blue/Freeze, Green/ Rewind, Red/FastForward (Red isnt done yet))
  • NPC detection and follow radius (Used MoveTowards rather then A* atm)

Hopefully I'll have time to work on a thorough multi path story. Anyways here's an update on how it looks so far, keep on jamming guys! c:

Notice when I shoot it with the green bullet it 'rewinds' to the bathroom while the blue bullet freezes them in place.

Day 4

Couldn't work on it for the past 2 days because I had exams to take care of so hopefully I can at least finish an intro scene for the Jam. Today I finished working on the enemies. You shoot them with the rewind bullets to send the enemy's back to their time (enemies from the future must be shot with the red/forward bullet). You can also freeze enemies with the blue bullets as well. Might be a bit wonky since Im not really good at making an enemy AI script, but does the job at least. One more day left c: