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Little Witch Astrea

A topic by Caliber Mengsk created Aug 02, 2018 Views: 367 Replies: 9
Viewing posts 1 to 10
(6 edits)

Quick Links (Updated as new stuff is added)

Trello board:

Game Page: Coming Soon

Current Status:
Door in place and camera pans to boss room.

Next Goals: Code boss, reset level on death, way to kill things.

Original Post (Not updated)

So this is now my third low rez jam if I remember right. Last time was low rez knight which was kinda a zelda-like that didn't have any story what so ever. This jam is interesting since it will be 2+ weeks long. Unfortunately that probably means I'll slack a lot. Anyway, onto the actual devlog.

First day, I made a basic environment to get started with. I'm using my own package I call maker. It's a tileset painter that runs in the actual game. Eventually I will probably sell it, but for now it's my tool and no one else can have it >:D. Anyway, it's more or less a tool to turn your game into a maker akin to mario maker and the like. Why not add a level editor to your game right? Well, it's not finished, and also t keep in theme with the jam, I'm only really using it to make the levels for the final product rather than have an actual editor in the game. Anyway, here's an example of the terrain.

It works pretty good, but as expected, limited space for gameplay in a 64x64 pixel screen.

I also made 2 frames for showing the main character Astrea walking. Here's a single frame of her:

There was a lot of talk in the discord last night about help getting unity setup to be pixel perfect and show the right resolution and all of that, so I made a zip file containing an entire get started project for the low rez jam with unity. You can check it out in the resources subform here for the jam. It contains a camera that automatically snaps pixel perfect and a script so that you can add it to other objects. There's also a canvas that adds borders to the screen in case it's in a widescreen format when you play the game. Yay for black borders am I right?

Just finished up some movement for the game. Have some running and jumping and landing. Right now I'm using a capsule collider for her, but I think I'm probably going to end up using a box collider. The capsule feels bad when trying to jump near edges, so a box that's slightly larger than her footprint will probably make it feel better. Anyway, here's a gif with some of the movement in action.

Oh, also, some variable height jumping is in play too. It's already starting to look like a game and it's barely been 24 hours while doing the day job as well. (maybe 5-6 hours)

I think my next thing to tackle is parallaxing the background. From there probably basic collectible (like coins), then basic enemy. I think that will be my goal to get done before the weekend starts.

Didn't really get much chance to work on the game after work today, but I did get a smidgen done during lunch. I made a coin that can be picked up, though the graphic is currently just Astrea in her crouched ready to jump frame just floating in space. So next lunch period I guess, I'll be trying to make a coin graphic :D

(1 edit)

Ok, so I didn't get ANYTHING done yesterday. I was sooooo tired. BUT! Today IS a new day, and it's a weekend day. So, I set up a trello board to make sure I have the basics of what I need to have this game be a thing. I think as far as a basic game, I will be pretty much done by the end of the day. My goal is to finish the coin, add a title/end screen, at least 1 enemy and one boss. Then I would say phase one is complete. After that, add in an extra enemy, then start on a second level set (tileset, enemies, second boss, maybe powerup) and then add pretties and more enemies.

Edit: OH! Forgot the Trello board link.

Some of the way through the day Sunday now. I've added in a lot of smaller things that needed to be done. Largely getting pixel perfect movement working with everything properly, parallaxing, the art for the boss, fading in/out, creating a character spawner object to work with the level editor, etc. Some of it's been fixing small bits that my level editor needed fixing, and a bit of optimization in general also.

Here's where it currently stands with all the parallaxing in effect.

Dare I say it? It's starting to look like a game now. :D

I do need to make the player be able to attack the boss some how, haven't really figured out what I want to do with him. What boss you ask? The cutest rock golem you've ever seen. :D Well, that's it for the time being. I'll probably be back to working on it before the end of the night, but I'm gonna take a break for now.

Changed some saturation levels to make the background less attention drawing and the ground a bit more. I also decided to take a video this time to get the music and sound effects out there for the world to see. 

Just a quick update that I have been super super worn out from work, so I haven't really done ANYTHING since the last update. T_T I don't have plans for the weekend, so I should be able to hopefully finish everything up.

Added in a doorway that opens when you collect all the coins. The doorway also tells the camera to switch to the boss room instead of following the player when they walk in the room.

I had a lot of problems getting the spawner and coins to work right. I'm using my own maker tool, and the spawner destroys all other spawners when it's loaded so that there's only one. Unfortunately my maker loads the object into memory so that it can clone it. Normally this is useful for things like the tiles, enemies, coins, etc, but in this case the invisible one was deleting all other spawners when I went into play mode instead of edit mode.

Next I intend to make Astrea (the witch girl) shoot out little fireballs for a few tiles, and the boss to move around. After that it's pretty much polish and extras. So almost to the minimum acceptable game.

Boss battle.... works.... so does death...... so does beating the boss..... sleep now.... 5am.................. work............. tomorrow....................... zzzZZZzzzZZZzzz

Game is uploaded. Find it here: