10th December 2024
The assignment is due soon, and the game is nearing completion! I've made quadruple the progress between the last devlog and now than I did between the first and that one.
Better to show rather than tell so here's some clips of the game's areas and some interactions:
ENJOY !
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14th November 2024
I have made some progress on the below! I've been slowly chipping away at it in between other things, but made some decent progress in the last week that I'm happy with.
What's New?
- Using Mixamo, I have added a playable character to feature as the Detective. He is rigged with walking and turning animations.
- The first NPC- also from Mixamo (they all will be)- who you can see below.
- Tweaked the display to a PS1 style resolution and framerate. I really like how this looks and feels, and it helps all of my assets look more stylistically cohesive. I feel it works well for the type of game it is too. Most of the story, interactions and key pickups have been written but are yet to be added. I would like it to be survival horror, but that's something I can work on after my college deadlines. For now, it is a linear narrative about solving a mystery in a small town, with horror elements.
- More map! I've more or less finished the town, aside from populating it with props and lighting. Yet to be finished is the terrain, the church grounds, and the laboratory in which the ending takes place.
Goin forward I feel much more capable of finishing this thing than when I first began. Still some big challenges ahead (patrol routes, adding small but important things like pickups and checkpoints etc.) but nothing feels out of reach. Fun! I've added a few more screenshots of the town with the PS1 style graphics below!
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7th October 2024
Currently working on a narrative RPG as part of this semester's game design project, VERY early stages of development. Everything so far is built from Unity asset store packs (credited below). Apart from conceptualisation and such, progress so far has been building the town in which the game takes place; laying out the different key areas of the game so that each place flows to the next and determining their style, atmosphere, and ambience etc.