Added some more lighting to the test room, a player sprite based off an abandoned project from last month and animated the lavas lighting to pulse a little bit.
Sprites are from metroid games, going to make my own tilesets/sprites when I’m done getting the general skeleton done.
After unity magic’d away my working scene somehow I rebuilt the room/added some enemies. Huzzah.
Started messing with this just then, pretty fun. Might use it as January for One Game A Month since I’m not putting any major project out this month. Monsters are kinda inspired from an image on the SCP wiki I saw years ago, dunno what article or SCP it was for.
Playing with some effects now that sprites are loading in fine.
Took way longer than it should have, didn’t notice my sprite wasn’t at a size to the power of two and so unity hated it. Chucked on point filtering and truecolour, looks much better.
Little dude for an infinite jumper I’m mucking about with.
Edit: Decided to try mess with him in 3d, whipped this up, might scuplt/retopo but I may try make a toony 3d game instead of 2d with it.
The test city chunk ran awesomely on a range of PC’s! So now to get the following done and then I can be happy with the test:
- Streets need to get placed in somehow, and match up to each block of city next to them.
- Half the player size, YOU’RE MASSSSIVE.
- Get some junk in there/bins along streets/light posts.
- Maybe add a purpose to the test to make it more of a game, a reason to explore the city?
Bonus stuff to try get in some time:
- Day night cycles
- Make street lights turn on
- Some kind of enemy?.. Something unique.. Something new… Zombies?
Chunks of city generated, brought into unity and then automatically spaced out, no real system for streets/roads so its not really game worthy yet, but pretty cool.
Working on a basic prototype for GuildMaster with Luke, reskinned some sprites from earlier to serve a placeholders.