The first LDās day is over, as Iām risking to fall asleep right at my desk. Iāll still try to quickly cover what Iāve been through today.
NB: I believe that a lot of fun in games comes from surprise. So today and tomorrow I wonāt show and tell some things Iāve thought of or made - not to spoil your discovery fun later. Weāre cool with that? Good.
Name and Concept
I have to confess: āYou are the monsterā was not the theme I was hoping for. I liked the ideasā embrios for the other ones much more from the design point of view. But the theme was chosen and Iāve decided Iād still go with what I have - as opposed to quit over the theme and then wait for another 3 years to participate, heh.
So Iāve sifted through the wikiās page forĀ āMonsterā, thought about the actual meaning of the world (not the gamesā one, that we all know). And then Iāve remembered a one-word concept I was thinking about long ago, conveniently connected to the āmonsterā subject. Itās also a wordplay - and I like those a lot.
So there - Iāve had the name and the main concept. ~3 hours went into having a breakfast and then elaborating the concept a bit so that I knew what content/functionality I was gonna need.
Images
Here comes possibly the ultimately wrong - yet equally interesting - part of today. Iāve decided to draw my assets. This defies every optimization logic as I am a poor and a slow drawer, and I know it, and the starting plan was to just use circles and squares for stuff, and get the functionality to work first. Which is what smart people do in prototyping and jamming, right? I know!
But then I stumbled: I thought about implementing the real assets later and figured I donāt know exactly how to do it - so I went onto drawing stuff to figure out how itās gonna work. Which resulted in those fellas above. Do you like them? I do.
Did this approach work? Yes it did. By the end of the day I have:
almost all the needed assets drawn (really - all the necessary ones, and thatās a lot of drawing for me);
animations already hooked up in Unity (more on that below);
better understanding of the future gameplay and visual feedback;
mixed emotions: part of me thinks Iām bloody late already, which is understandable), but thereās another one which is cool as ice; weāll know more about that tomorrow evening. :)
Keep reading if you donāt know how to edit sprite animations in Unity - Iāll show you.
Editing sprite animations in Unity
Ways to create sprite animations are covered in their own tutorials (like the 2D Roguelike project), and work all right. While you make them right the first time and then never change them. It goes like this:
Have the gameObject for the upcoming animation ready and preferrably in the opened scene.
Select all the animās frames in the Project view and drag-n-drop them onto the corresponding gameObject.
This automatically creates (in the āSpritesā folder) an animation out of those frames and also an animation controller in case this gameObject does not have one yet. If controllerās already there, animation will be created and added to the respective controller.
Now you can manage animations in the controller, yada-yada, but then one of the animations seem broken or you want to add a frame to one of them - how do I do that, roguelike tutorial?!
Last time I asked it did not answer - I had to limit the animations edits, as they were all done through re-creating the animations and the wiring them to the existing states in the controller. Put short - itās too much effort for this kinda stuff.
Yet today Iāve learnt how to do it and the Sun shed itās golden light upon my forehead and there was happiness all over the world for a sec or two. :)
Provided youāve created animations and controllers as shown above, do this to edit them (itās gonna be so simple youāre gonna giggle):
Open the Animation window (not the Animator one) via Ctrl/CMD+6 or Window menu;
Select the gameObject we were talking about this whole time in your sceneās Hierarchy window - if it has a controller and at least one animation, the Animation window will show it like below.
Now you can drag around these frames of animation, copy-paste them, and even change them completely. If the Inspector window is open, youāll notice: when you somehow change the animation, theĀ āSpriteā field of theĀ āSprite Rendererā will have a red background. Thatās because the animation changes the content of that very field. So you can as well select one of the keys in the animation or create-and-select a new one, and then drag some sprite into that field - it will go into the animation now!
Now you can edit your sprite animations! Aināt it awesome?! :D
Just always remember to hit Ctrl / Cmd + S, when youāre done with the animationās edits - and youāll be safe and sound.
And to finish this on smth fun(ny), here are several cool little āDay 1ā³ updates from the people at the Ludum Dare: one, two, three, four, five, six. That last guy - Iām so with him on that. :)
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