Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

[DevLog] Red and the Golden Orbbit

A topic by rickEofC created Jul 22, 2017 Views: 1,315 Replies: 37
Viewing posts 1 to 27
Submitted (1 edit)

Hey Everyone! My name is Rick and I've been a programmer for about 10 years now but only recently started making games using Unity. As far as skills go programming > design > art. I'm definitely not an artist haha. But my game for this jam is called Red and the Golden Orbbit. You play as Red, the biggest Orbbit in his village, who is given the quest of finding all of the golden Orbbits and getting them to band together to restore the Orb of Dreams and allow all of the Orbbits in the village to dream peacefully once more. 

It's going to be a platformer/resource gatherer as you play across levels and collect as few or as many of the Golden Orbbits that you can find to help you along the way in your quest. 

Here's my day 1 update so far: I've started the art and prototyping for the game as I already have most of my basic design documents down. Here's a quick video!

Day 1 Video

Let me know how prototype 1 looks so far! Does the style of house fit in? Or how about the house with the background? I'm using the Corgi Engine with Unity to make this!

Submitted

Hey guys! Update 2. I know it doesn't look great but it's a start! I have the village made for scene 1 which is going to be the intro scene once I add dialogue plus prompts explaining the controls. All I need to add is more people lol. Any feedback? 


Gif to demo 2   Sorry for the cursor in the middle of the screen.

Submitted

Hey guys! I'm back and unable to sleep haha. But using this extra time I at least got the enemy and player behavior down to the point where I can start the real level building. I'm thinking the only attack is going to be jumping on the enemies like in Mario (sans fire flower). And as for health 1 shot, 1 kill for both player and enemy.

Link to video

What I did was made 2 state machines. One for the player and one for every enemy in addition to what the corgi engine provides. The player's is based on the current position, if your new position is lower than the old position you are in attack state, everything else is considered vulnerable. For the enemy, it checks the state of the player it collides with and if it is in attack mode the enemy dies, otherwise the player restarts the level.

Hey, sorry to bring you back to three days ago, but I had a quick question regarding the collision and state machine system you have for your character's attacks - from what you described, it sounds like what you need for a successful kill is for the to be in attack mode, which is moving downward. If you collide with an enemy from the side while in kill mode, does it still kill the enemy? You may have to, once you know you've collided, check the positions (plus hitboxes) of each character to make sure the player is above the enemy. Obviously I can't see your code, and you probably thought of this already, but hopefully this helps?

Other than that, awesome job! You're making a lot of progress in such a short amount of time! Also, I like the FPS counter in the corner there - priorities, you know? Haha!

Submitted

Yeah for now it will kill them, but that's one of the polishing details I hope to get to later since I abstracted the enemy script for all enemies changing it will hopefully be easy haha. But that's probably the method I was going to go with, either that or add an extra box collider above their heads that acts as a trigger lol. Thank you though, since you suggested it I'll probably go with the checking position solution! 

Submitted

I'm back! And I made progress haha. I have a small placeholder enemy in there for now, but I expect the finished one will just be more animated and I'd like to add a few different types of enemies to level 1. I think it's coming along nicely. Here's my latest work: Link 

I really like to Corgi engine so far it definitely saved me a lot of time I would have just spent reimplementing the Raycasting for the physics, instead of Unity's out-of-the-box system. And because I'm having fun I'll share an extra video with you guys! Ta-Dah! Remember this area, it just might house something later on.

Well, as you can all tell my art needs a lot of work. I'm not an artist (or a musician) but I think most of today will be spent on fleshing out some more art and music! If anyone wants help with their soundtrack please let me know. I'm not great, but I can master some stuff. I have Renoise for Chiptunes and FL Studios because I like it better for EDM and Hip-hop. I also have a few synths and Ozone 7 for mastering so if someone just wants a track mastered I can maybe help out with that too!

Submitted

Quick update: I've added the UI text and got collectibles drawn and placed for level 1. I also got the tutorial text down and the basic story out, told through an old man character in the starting village. I'm hoping to finish level 1 tomorrow and add a second, flying type enemy in to the level!

You seem to be making some real strides here!! :D How many levels were you considering to build?

Submitted

Thank you for replying! I planned to make like 5-6 levels and then a boss fight. Nothing too huge haha.

Submitted

Well, in addition to screwing up my sleep schedule I at least got the first level done, the UI collectible counter working, and I even think I got the first song out it just needs mastered! I'll post more pictures tomorrow but I think I should at least try to get some sleep haha.

Submitted

Things are looking good man! great progress in your game! That jump arc looks pretty good and nice wall jump mechanic already. :)

Submitted

I can't take all the credit for that haha but thank you! The corgi engine in Unity did most of the work I just tweaked it lol. 

Neato start, dude. So the animation of the main character (those 2 frames) remind me of old cinema stuff. Did you consider using those kind of style?

Submitted

You got it in one haha. I actually look at a bunch of old, hand animated cartoons and then NES and SNES era sprites for inspiration lol. I've ended up drawing a lot of characters from tv shows like the old Simpsons, Beavis and Butthead, and early South Park (Which is construction paper so it's a bit different) so I guess if I have a style it's for sure influenced by them. I actually stopped and bought 2 issues of Retro Gamer magazine on my way home today because they have super blown up pictures of old 2D graphics!

Submitted

Latest update guys, I've started on level 2 and I got a new slightly animated monster and when you pick up the Golden Orbbit at the end you'll notice the counter does go down haha. Other than that I can definitely see here that I need to tighten up the colliders a bit but for now it works!

latest gif

Also if anyone would want to use the tiles I'm using for blocks just let me know!

You seem to be having a lot of fun, & it's looking good so far!  The controls look pretty fluid, very important for a platformer.

Submitted(+1)

Yep! I'm trying also trying to meet people and I think it's working haha. I've always loved programming and I'm really happy with the idea of making a complete game in 2 weeks, I don't need to be too worried about the art which is my current bottleneck lol.

Submitted

Latest update! And last post for the day haha. I finished level 2 up and it ended up pretty big. I think that this game is going to end up like I Want to be The Guy if anyone played that. I recommend it, it's a freeware game haha. But I also created a new nightmare monster thing that I think looks pretty good. Check it out!

Nightmare 4

Very cool! It's great to see folks having fun making their games. I really like platformers that use wall jumping.

Submitted

Thank you! The jam is a real help since the two weeks limits you to a workable concept.

Submitted

Great work man!!! Seems like you're making quick progress. Our team is still stuck planning out our levels and finding/making good art. :(

Host

whoa this is a lot of progress so far! it looks like you've implemented quite a few features-- jumping but also the moving platforms. i think it would be cool to see more of a gentle moving camera--typically i do something that targets slightly toward the direction the player is facing and lerping toward that point so that it's not completely pinned to the player's position. looking forward to seeing more updates!

Submitted

Ohh, I think I know what you mean, let me try that out. Thank you! Hopefully that can make it a bit smoother haha.

Submitted

Latest update, sorry it took so long for me to update. I'm on a lunch break right now and realized I haven't updated for a bit. My free time the last couple of days has been spent producing music. I finally know what I where I want to go with the sound and I got the track for the starting village finished! I'll hopefully post a video with sound tonight since it's in game. I also got some more villagers added and animated!

Submitted

Hey guys! As promised here is my latest and greatest update. Unfortunately I couldn't get sound to go with the video but in return I've got three links this time!

The start village song on Soundcloud

A video of some more animated villagers I added

And the Level map of level 3

I'm pretty happy with level 3 and the song haha those are what took the most time of course. But the song and all the music probably will, use a lead synth that is based on the Commodore 64's chip so I hope it sounds villagey and laid back enough. I also added jump sounds and a few selected particle systems but I'm not showing those off here haha they're really pretty basic. I'd say I used up most of my time trying to get used to FL Studio 12 since I switched from a tracker, but I'd say I can at least do some basic producing and mixing lol.

Submitted

Hello, All! Just wanted to update since it's now the weekend and I'll be busy finishing my game hopefully haha. I got a lot done since yesterday on and off through out the day. I'll post a longer update with pictures later but for now I finished and tested both levels 3 and 4! 4 is longer than level 1 but shorter than 2 and 3, but it's a moving platform level so I'm happy with that since the challenges are switched up a bit. I also got the second song finished and since I got home I mastered it and put it in level 1. Last night I added checkpoints to levels 2 and 3 since they're longer levels. 5 will probably have them as well, I'm not sure yet haha. I added more tutorial signs, hopefully the game is easy enough to understand, just walk, jump, and cling to walls lol.  Finally I added particle systems for when enemies die, around the golden orbbits, and in one scene where stuff is on fire. Alright, hopefully see everyone tonight with an update you can look at haha.

Submitted

Hey All! Back with that update! I'll post the song later, but here's a video of my latest work I mentioned before! Link 

Question: I see that the video is a bit laggy. I'm not seeing that myself, the target FPS is 300 for some reason, should I lower that and could that be why it looks laggy or is it the video recorder lagging?

Submitted

looks good man! How do you get such clean/predictable wall jumps? I always seem to get weird unpredictable behavior around wall jumps.

Submitted

Thank you! I assume you built your own physics system for raycasting instead of the base Unity physics? I actually used the Corgi Engine on the asset store because I didn't feel like reimplementing all of that haha. But other than that I made sure to try and keep everything the same scale and made sure the colliders were as tight as possible because I know that if you have a ton of different objects with different scales that will sometimes mess up the raycasting.

Submitted

Thanks! I actually am using Godot 2.1's physics engine (i don't remember what it is off the top of my head), but so far as i have found, it leaves a lot up to the coder for implementing specific interactions (beyond "i do not walk through this wall, i bounce/have friction, or i do not fall through this floor" at least).

Submitted

Hey guys, I'm back, didn't get a ton done game wise yesterday. I did get the 5th almost complete and the boss level is taking shape now. I did however get 2 songs out haha. So I'll post screenshots or a gif later but for now here are the tracks for levels 1 and 2. Both are in the same style as the starting village song, just that they both get darker and faster. I switched leads for level 2's track but it's still an old chip lead, I'm just not sure from which system it came from haha.

Here they are! level1    level2

Submitted

Not much for today but I am working out the boss fight so far and I did a bunch of play testing. I wanted to show off level 5 but I think I'm going to go with this gif of the boss fight. So far it's only the boss, but you jump on him a number of times and he respawns away from you each time, so it should be a bit more challenging than the regular enemies. I plan to add in spawned enemies as well, but one step at a time haha. Here it is: Boss fight

Submitted

I'm finally  "done" haha. Or I should say, every level, the boss fight, and the title and end screens are completed! I'll probably put it up as a project in the next day or two if anyone wants to play it early lol. But it can be played through multiple times so it definitely seems to be working. There is still a lot I want to do now though, in addition to stuff like finishing the music.

I did get a fourth song written and produced so now I only need like 8 more haha. I also need to add more sound effects and do a bunch more playtesting, but I'm happy to say I can submit something now haha! 

Submitted

Working from home today, whenever I take a break I've been drawing up new animations for the monsters. So far nightmare's 1, 2, and 3 have all been redone, I'm probably going to leave the fourth and fifth enemies as is since I like how they look. I'll post a video later with the new monsters and the boss fight!

Submitted

So, I'm not going to be uploading any videos or pictures today, but I'll do one better! Here's the project page where you can download and test out my game! I'm not done yet by any means but I figured for how far it's come I'd like for people to at least be able to play it haha. Project Page

If you play it, let me know what you think! And if you find any bugs, because I know they're in there, or have other feedback, please post it here or to the comments section of my page!

Heck yes, look at that dedication! Awesome work!

Submitted

Thank you! I've really wanted to finish a game for a while now and it feel so good to have something playable for people even if it's nothing groundbreaking lol

Submitted

So, I'll probably update the version momentarily but since I've put it up I've added an exit button, credits, and more sound effects haha! Make sure to check it out! Right now I'm just trying to figure out what else needs done, but over the next few days I'll probably try and get a few people to test it out and see if they notice anything.