Tuesday, November 27, 2012

Week 4 -- Foley and Death Animation

Heyo!

This week, we were pretty busy eating turkey and spending time with family. Somehow, we managed to a get a deal of work done.

I've been working at cropping, editing, and tuning up our Foley sounds. We've now got a selection of game-ready sound effects, namely:
  • Light weapon whiff
  • Heavy weapon whiff
  • Light body struck
  • Heavy body struck
  • Attack parried
  • Money spent
  • Money earned
Shane has been making animation progress. He's putting the finish touches on the death animation, and is also in the process of creating the parry animation for the katana. He also resized all of his animations to be game-appropriate. That means we'll be seeing them function cohesively in-game in the next week.

Above: Death animation
Below: Parry animation


JT has been making some improvements to the networking code. He's gotten all the jitter out, and now everyone moves smooth as butter. But the exciting news is that we ran a 12-player network test, and there were way less issues than we predicted! This is fantastic news for us, and we're really excited to move ahead.


The plan for the upcoming weeks will be implementing HUD Elements, Animations, Parrying mechanics, and eventually, the Armory screen, where players see the weapons and armor they can purchase. See you next week!

-Wyatt

Monday, November 19, 2012

Week 3 -- Animations and HUD

This week, JT has been working to fix up respawning so it's game-ready. He also got animation working in-game (but they're not finalized!) Check it out:




Shane made the katana this week (which you can see in the video above), added it to the idle and move animations, and made a swinging animation for it.



Finally, after a good amount of discussion, several thrown out concepts, and a lot of experimentation, I've finished the HP Counter and Gold Counter elements for the HUD. They're not showing in-game yet, but trust me: you'll be seeing them work real soon.


Gears are a throwback to Hearts from Legend of Zelda. You have a bunch, and each one is worth 2 HP.




Elements for the Gold Counter. The numbers range from 0 to 9.

And if you're feeling adventurous (and have two computers), feel free to try out the first EVER playable version of our game at the link below. Make sure to read JT's instructions first if you're having trouble starting a match:

1) On one computer, start up a server. This can be done by hitting the "Start Server" button and hitting "Launch".
2) On a second computer, start up a client. Type in the first computer's IP address, and hit "Connect"
3) Both players should spawn! Health is in the upper right, arrow keys move, and spacebar is attack.


Got all that? Take a deep breath, and then click HERE to give it a shot!


          -Wyatt

Tuesday, November 13, 2012

Week 2 -- Combat!

The first steps towards combat gameplay have been implemented! Check out this video, which demonstrates attacking, death, and respawning.



You can also see that we've successfully pushed environment art from Flash into Unity. Today is a good day!

     -Wyatt

Monday, November 12, 2012

Week 1 -- A First Look

Hello, and welcome to the first EVER Bushido Bots Dev Blog post! This blog is intended to share the progress our all-star team makes over the course of the year towards completion of the game. Hopefully you'll enjoy sneaking an inside look at our development process.

Our character artist, Shane, has created the first game-ready character art, and has now begun the process of animating it. Instead of relying on tweens, he's manually creating each frame. It's a lot of extra effort but it pays off with a lovingly crafted product. Check it out:

Idle Animation


Run Animation

Meanwhile, I made some very basic level art -- just a draft to put into Unity. The goal is to get it in and see what goes right and what goes wrong, so that as little time as possible is wasted having to recreate assets. We're going to see whether the foreground and background layers are working correctly, and mess around with bounding boxes to try to keep players from walking up the walls and into the sky. Here are a few shots of the level:

The Courtyard

The throne is almost done. The room? Not even close.

Doorway Between Hall and Throne Room - First Pass



We successfully got movement and collision working over the network. Check it out:



For next week, we'll be importing our first art assets and animations into Unity, as well as adding basic combat, sound effects, and perhaps a HUD element. We're excited to have finally reached the point in development where planning the pipeline is nearly over and the creation truly begins!


     -Wyatt