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Big Damn Snake

A reimagining of an old classic · By ALogan

UPDATES Sticky

A topic by ALogan created Nov 24, 2020 Views: 143 Replies: 6
Viewing posts 1 to 8
(1 edit)

Just a quick update - Did a little work on the UI for the main menu, worked on the start of the options submenu.

Snake now grows segments as it eats citizens and makes a chomping sound (Really bad stock one for now). Figuring out Unity's sound system so I can make a proper rumbling sound when the player's snake moves across the ground (doesn't work well as is so really need either figure out if I can integrate C# System sound detection (maybe System.Media or similar) or maybe a separate sound manager for snake sounds VS other sounds).

Working on implementing some features, tinkering with the base snake model, messing with the animations for the NPCs and a few other things. Also still working on the menu assets.

Spent a chunk of the morning tinkering with the shape of the snake's body segments (at least the rough design still, wanting to get it just right). I will be tinkering with a Pause menu and the algorithm that controls generating the NPCs and possibly the environmental assets (though that might be the next couple projects to work on for the game!). Also did a rough texture test of the snake for visual reference. And, simultaneously BROKE the textures for the NPCs.. I will have to address that.

(1 edit)

Tinkering with the snake physics today (getting it so it's segments do what they're suppose to!). Welp, it isn't quite working yet, but we will get there!

I am also working on the UI assets and will be figuring out the AI for the NPCs. I figured I will have them focused around active nodes that act like grouping hubs for the NPCs to move about in range of, to keep things organized. It will also mean I can minimize the number of scripts required for certain aspects of the NPCs.

And the physics for the snake have been fixed! mostly. it still has some issues but overall it is there!

Now to work on the basic AI code. It will be work but there should be a basic NPC AI in the coming week (hopefully early part of the week or maybe even Sunday...)

moved this topic to UPDATES

Tinkering with AI today. Learning how NavMesh works (never used it, always did things old-school, but Unity always seemed to dislike that at times). Still figuring it out, but getting there!

RIGHT! Figured out how NavMesh works, properly and I will just be using that. A little quicker than doing all the tracking code from scratch! Will be working on the AI over the next couple days to get it just right, both the Citizen NPC and the Enemy NPC.