week 8 or 9 or i dont even know at this point UPDATE

The ENTIRE GAME HAS BEEN CHanGED!! Again!!
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Okay, going over the most fundamental of changes: The game is no longer point and click. The mechanic has been redacted in its entirety, and the reason is somewhat surprising. It's actually harder to make a point and click game than it is to make an FPS (first person shooter) in Unity. The reason being that Unity provides a handy dandy barebones FPS preset with walking and jumping and sprinting and of course those awful footstep effects that nobody should use in their games, ever (lookin' at you ELI)

((Oh also Eli has been helping me with coding and initially suggested I ditch point and click cause it was just too DANG annoying and complicated a thousand thank-yous to Eli. He is saving this project from constant extinction and burnout))

Some more realizations have occurred as well, such as this game will probably be more of a demo than a full game. I had been toying around with Unity for the majority of this project, having to focus less and less on aesthetics just so I could get a freaking camera to change positions (the point and click mechanic). Now, however, most of the mechanics are completed, and game elements in play can be polished / repeated so as to make the process much much much much smoother. These elements relate largely to the database log files, as there will be lots of different types of files (video, audio, and POSSIBLE interactive objects). 

To demonstrate, here's a sound log accompanied w/ visualizer (because spaceships always have to have those fancy visualizers). Sorry I got REALLY lazy with the editing on this one.


Here's a video of the first-person view, with a rough, untextured model of part of the ship. There's also a shot of a test planet using the same pixel-camera script, which i think is gonna look GR8 in the finished product

finished demo product that is


 I had an hour long-ish jam session on my Korg Volca FM and made some more ambiance for the ship. 
<-- This is the Korg Volca FM. Fun stuff.




Here's the main planet as it stands now. The colors are definitely subject to change, that green stripe being just a placeholder as well. I'll probably add more ruins here or there, but I want to keep it generally bare except for the key story elements.



 Speaking of which, I think I might call the short demo something like...divination? I won't spoil too much of what happened to the planet (partially because i'm also not 100% sure), but things get pretty apocalyptic. And with apocalypses, there are prophecies and soothsayers and all that fun stuff. And I am totally going to use those Haeckel images as architectural reference for the temples and such. Terrifyingly beautiful stuff

AAAND uhh yeah! Really what I have to do now is:
  • - Stop making musical blurbs
  • - Get a concrete model and textures
  • - Textures textures textures for everything
  • - Get some more ship rooms to explore, or just some reaaaaaaaaaaaally drawn out corridors idk, will probably go overboard with this and add like animations idk
  • - Code the actual acquiring of the memories
  • - Make database UI sexier
  • - Some more pixel art / art of some sort for the logs
  • - REALLY want to incorporate that 3D model viewer because that would take the worldbuilding to another level 
  • Basically everything still. nice.

END OF UPDATE 




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