donderdag 21 april 2016

Main menu

It's been a month since my last post (lots of work) but I finally managed to work on the project again!
This time I made a main menu containing a play, highscore, settings and quit button! The play and quit buttons are already fully functional (the others don't do anything so far).
I put the menu within the same scene as the game itself so the player doesn't have to wait for his phone to load a new scene.

Another small update, I added some big rocks in the background of the game to make it look a bit better.

zondag 20 maart 2016

Environment update

I created a ground, ship and some rock models and made a first environment with them. I'm pretty sure about adding more / better props later on.

I also adjusted some render settings and added fog to get a more underwater like feel.

Gameplay update

I adjusted some features in the gameplay:
  • I changed the leveling formula, from now on the exp you need to level equals:
    level * level - (2 * level - 1)   (mathematicians will get it)
  • From now on you will start with a small amount of fish being able to spawn in your game (5 at the moment). The higher your level, the more fish will spawn.
  • Not every kind of fish will spawn from level 1. Every x levels (currently 3) you get, a new kind of fish will be added to the possibilities to spawn and/or be the fish you need to eat.

zaterdag 19 maart 2016

Character eating animation + Animated squids + Blood particles + Fangtoothfish

So a few days ago I started with creating an eating animation for the main character, which looks like shown below:

After that, I started rigging my squid character and added a swimming animation to the game.

After that I tried adding some blood particles when eating fishies, but it didn't really work out.
The red didn't fit the surrounding colors and is was more distracting than subtle, even when darker.

And last thing I did this week was modeling a new fish species. I chose to create a fish based on the fangtoothfish.

woensdag 16 maart 2016

Character swim animation

Today I rigged my main character, the angler fish.

After I was done I made an animation, the one you get when touching the screen to get an impulse.

dinsdag 15 maart 2016

Lighting, max velocity, target UI and target changing updates

To begin, I made the scene a lot lighter so things are easier to see.

Second, I added a maximum player velocity to the mobile controls.

Third, I updated the target UI by sprites.

And as last, from now on, each time the timer to change target is round, you also change target. No more having the same target twice.

Squid movement + Fish collision update

I updated the squids behaviour script and they now move with impulses (like in real life). It looks a bit weird right now but I'm sure that with some good animation it will be okay. ;)

Also, from now on fish will be able to move through each other without blocking the way or despawning. Only the player can collide with them.