Mehita is up for download! It's a little rough, but I'm working on fixing some things: https://astralfluxllc.itch.io/mehita
Well, I was planning to have some music, but with the deadline being tomorrow, I realized I don't have time. There will be sound effects, but there won't be any background music. I apologize to anyone who was looking forward to it. Here's a quick in-engine screenshot of the city, if it's any consolation:
This is what the city looks like when you first enter.
I'll be working hard to finish Mehita in time, but it will probably be close to the deadline. Please look forward to it!
Here's another graphic:
The clock tower stands in the middle of town. It looks like the clock doesn't work anymore, though.
I've finished the graphics except for one (spoilery) animation, which I'll take care of tomorrow. After I finish that, I'll be working on audio. If all goes well, I'll be posting some music tomorrow.
Here are the light and dark world houses. Each house has its own color in the dark world, but they're identical in the light world.
I'm aiming to finish the graphics by Saturday. Once they're finished, I'll make the music and sound effects.
Here are some more graphics.
Another cat? What's he doing here?
I've already explained potions and fish. Potions transfer you between worlds, and fish act as extra lives.
More coming tomorrow!
All of the scenes are working. I took care of the mechanics, too. Here's a quick look at the last area of the game -- the clock tower:
So, since that wraps up the mechanics, the rest of the updates will be about graphics and sound.
I built more of the scenes today, along with fixing a couple of small things.
Here's what it looks like when you go to the dark world. The colors in the dark world clash and are vibrant, and the colors in the light world are pale and washed-out.
Scenes should be finished by tomorrow -- after that, I'll be adding the last few mechanics.
I added locked doors today, along with building more of the world.
Doors automatically unlock if you have the right key. But if you don't...
...you can't enter.
World building is wrapping up. I should have the programming complete within a few days -- after that, I'll do the graphics and sound.
Here's a new mechanic.
I've added a lives system. Lives will be in the form of fish scattered throughout the game -- if you're out of fish and you get hit, it's game over.
Here are a couple of graphics. The gate is the main entry to the village. Here it's unlocked, but it doesn't stay that way for long.
There are a lot of keys in the game. They unlock doors. Once you find the key to the gate, you can leave the village and end the game.
Today I realized that it's not actually useful to be able to select items from the menu, since most of the items you get are only useful in one spot. So instead, I started building some areas:
I'll be showing some more graphics tomorrow to give a better idea of what I'm doing, and I'll probably show another small mechanic. It's starting to come together!
Today I got the pause menu to show the items you have.
Tomorrow I'll work on selecting items from the menu. Once that's done, most of the main mechanics will be finished, so I can focus on actually building the game. In other words, I'll be able to show you more of the context for these mechanics. It should be fun!
I've fixed the problems with the borders and inventory, and I started on the dialogue system.
Here's the basic start of the dialogue system. I still need to fix it up, but the basic mechanics are working.
Today I worked on the borders of the town and the inventory system.
Remember to disable gravity, kids.That's the border, in case you were wondering.
Here's an example of the inventory system. You collect items to solve puzzles, and you can view your inventory at any time.
Tomorrow I'll be polishing the inventory system and fixing some problems with the borders. Depending on how long that takes, I'll be able to work on the dialogue and more graphics, too. Fingers crossed!
Here's some of today's progress:
The player collects potions to travel between worlds. Each world has different items to find and different types of horror. As much fun as it is to move dots around, these placeholder graphics will be gone soon.
Here's the idle animation for the main character. Did I mention that everyone is cats? Because everyone is cats.
Entering kind of late, but I'm going to try to finish on time!
Mehita is a game about switching between two worlds. You travel between light and dark worlds to find keys to the exit gate of a mountain village. It's made with Unity 2D. I'll be showing some stuff off tomorrow, so please look forward to it.
Very late update today, sorry! Some things happened, so I couldn't work on Sun Jelly much. I did manage to finish the background:
I decided to use a watercolor, pastel style for the game. The background will be zoomed in and tiled to match the endless world. I should have more to show tomorrow!
Tonight's update: happiness is working, along with weather requests!
Here's an example of weather requests and the happiness meter. The requests change as you complete them.
When the weather becomes extreme, your current request is replaced and the happiness meter decreases faster.
Sun Jelly is mechanically complete! Aside from some final tweaks to spawning and happiness, all that's left is to make the game pretty. Assuming the tweaks don't take too long, I'll be able to show some artwork tomorrow!
Kind of a late update tonight, sorry! I have some good stuff, though:
Weather changing is complete! I didn't show it here, but combining elements creates new weather too -- collecting rain and snow will make sleet, for example.
If you leave the weather the same for too long, bad things happen! Here, a rain shower causes a flood. When the weather changes like this, the current request will be replaced with a request to end the extreme weather.
Spawning is finished! Here's an example of the new and improved spawning (now with 100% less spawning on top of the player)
I worked on weather-changing too, and I'll be able to show it tomorrow. Once that's finished, the only things left are weather requests and the happiness meter. The game should be (mechanically) complete soon!
Mostly worked on finishing things from yesterday. Nothing too interesting, so here's a fast jelly for you:
Ignore the weird spawning, it's still a work in progress.
If all goes as planned, I should be able to show some actual weather-changing soon. Fingers crossed!
Worked on getting elements to spawn and despawn in random locations, along with making an endless world. Here's some random element spawning in action:
I also zoomed the camera out slightly and increased the jellyfish's speed.
Mostly worked on camera stuff and elements today. Lightning elements now give you a speed boost, and elements despawn when they go offscreen. And I messed up at one point:
Don't worry, it's fixed!
Not too much more to share. I added some placeholder graphics, and the jellyfish rotates toward your mouse.
Elements are randomized. Some appear more often than others -- lightning is uncommon.
Rarer elements have special effects. Lightning will give you a speed boost, although it's not implemented yet.
Here's another element -- sun! The weather starts as sunny, and collecting elements gradually changes it.
Hi! For this jam, I'm making a game called Sun Jelly. It's a 2D, endless, zen-type game about a jellyfish that controls the weather. You collect weather elements to complete requests and make people on Earth happy.
So, here's what I have so far (graphics are very temporary):
The jellyfish follows your mouse.
Clicking the mouse gives you a temporary speed boost.
Colliding with an element destroys it. The weird collision is due to the graphics, I'll fix it soon.
More to come later! I'll have some actual graphics then.