More progress on Silva, the grappling hook platformer our group of 6 are creating for our end of year game design project are building. This time one of the game's artists has been working hard getting the animations done for our protagonist.
Starting with a run cycle:
And then easing into something a little bit more idle:
Now to dust off mechanim and get them working correctly in the game!
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Backyard Snowdown is well underway, our programmers have not stopped to get as much in the game as possible before we hit Beta. Which is great! We now have a fully playable and (dare I say) fun game to work on.
Main Mechanics:
The most important aspect to Backyard Snowdown is the snowballs. They can be thrown directly at the other players to inflict damage, or (and don’t ask for the logic) they can ricochet off anything except other players to hit their mark.
Backyard Snowdown is an imagination-fueled Snowball fight. One of the main mechanics is a Dash Manoeuvre. Primarily intended as an evasive alternative to standard movement, if you’re unarmed you can dash over the snowballs to pick them up.
Been spending some time improving the grappling hook in Silva and adding some new functionality in the hopes that it will make the environment more easy to traverse.
Starting off simply with a reel in and reel out:
Improving the clarity with the targeting by adding an arrow displaying the direction that the player is aiming:
And bringing in some more life to the rope by having it stick to surfaces:
That deadline of November 29th is getting closer and closer and there are still so many things that still need to be done!
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The groups artists are going in a replacing the silhouettes of objects throughout the game with some final art pieces. Starting with some of the trees in the game.
And also because I haven’t gone this in a while here is an obligatory bug gif of an animated Silva that is not quite there:
Instead of saving the forest, why not just crush it?
So the due date for Silva has come and gone. The game has come a long way over the last three months from the original concept art:
Then to the grey box with the very bare bones of the mechanics:
Then the art started to come in!
First came the basic silhouettes of everything starting to show the setting from the original concept work and the mechanics beginning to fall into place as the 1st milestone, alpha came and went:
Then beta came around with more art and better swinging:
And finally, finally came the project end with everything in and working!
We got there in the end through all of the roadblocks and the final result is something I am proud of. Only thing left to do is collate my thoughts and waffle on about them a little.
The second, and final, presentation for this module has come and gone. This time we were up pitching our game to people currently working in the games industry.
This was the major feeling that was running through the group as we ran through practising our presentation those few last times.
Though the nerves quickly melted away when we found that our game was received well overall by the panel who had some warnings of making sure that the artists and designers worked together closely to make sure that the art does not slow down the design and vice versa, making sure we telegraph the difference between things you can and can’t grapple to very clearly as well as one large thing that made the group as a whole go OH that makes complete sense.
And that was the interaction between the player and the vision cones.
Referring back to the stealth idea of the game, something that because the word causes more confusion than anything we have dropped, one of the major parts of stealth is the ability for the player to recover from mistakes so there should be an amount of time that the player can pass through the vision cones of the enemies.
This amount of time will allow not only for the player to recover from slight mistakes, but it also enables us to create some instances where the player can be forced to quickly just zip through vision cones allowing us to have more options for level design.
It was an amazing, if somewhat daunting experience having people who work in the industry that you are seeking to join critiquing your team’s hard work and just makes me even more inspired to succeed!