So what’s new this week? Wrapped up some paintovers. Next is Target Designs and Variants, maybe some VFX design, then into making some actual game art. Yay! Not much else to say today, but check it out below. Simple, but it shows me the basic look and feel, so a great guide for the finished… Continue reading 20. Paintovers
Tag: gamedev
19. Art Concepts & Paintovers Cont.
So what is new this week? I have been continuing on Art Concept Paintovers. With the Stage Banner canvas, it was using a placeholder TextMeshPro fonts, for simple text fx. I wanted to replace this, with a custom true type font, that I could use in the Stage Banner number. As I was not using… Continue reading 19. Art Concepts & Paintovers Cont.
18. Concept Art & Paintovers
So what is new this week? This week I worked on the Art pass, focusing on gathering images for an Environment Mood Board, and then beginning Paintovers on my screen captures, to establish an Art Bar. My initial ideas for the environment, was to set the game on a moon-like planetoid, with mining aliens that… Continue reading 18. Concept Art & Paintovers
17. Hi-Scores and Starting the Art Pass
So what is new this week? Last week, and my task was Generating Stage Unlock Values, which now works very well, saving me lots of time. I have found that playtesting demonstrates that the stages are indeed challenging. Continuing on this week, I have been doing a pass on the Scoring system, ensuring that scores… Continue reading 17. Hi-Scores and Starting the Art Pass
16. Generating Stage Unlock Values
What’s new this week? Yay! I noted my scheduled DevBlog WordPress post worked a charm! Great to see. Quite a handy tool which I will definitely utilise in the future. So anyway, before I could work on my next big task, I needed to make some additional code alterations regarding the Lobber Target. I previously… Continue reading 16. Generating Stage Unlock Values
15. Game Balancing
What is new this week? I had my Game Designer hat on, continuing with Game Balancing for each of my 12 stages. During the balancing, I noticed that I needed to adjust camera positions, depending on the current stage. With only 2 Unity scenes, one for the Main Menu, and the other for the In-game,… Continue reading 15. Game Balancing
14. Gameplay Progression
So what’s new this week? After I updated last weeks Devblog, I was compelled to add those vfx for the ingame targets. It took about an hour to add them in the correct places, and reduce the streaks a little bit, as they were always a little large. Now, popup pebbles, animate down dust puffs… Continue reading 14. Gameplay Progression
13. Lobber Projectiles and Main Menu VFX
So what’s new this week? Lots! As I currently work a non-creative, non-technical, shift day-job, this week I managed to get a lot more spare time than usual, so I got to dedicate almost a full day towards wrapping up the Lobber Target code. Nice one! Continuing on from last week, you may recall that… Continue reading 13. Lobber Projectiles and Main Menu VFX
12. Target Streak VFX and Lobber Targets
What’s new this week? I have continued with the main menu targets, rebuilding the streak visual effect, and adding it back into the main menu. The non-360 degree set used a prototype of this vfx, so I created a better prefab and re-added it. It plays a speedy line effect when the target is hit,… Continue reading 12. Target Streak VFX and Lobber Targets
11. Main Menu Targets Continued
What is new this week? I have continued with the Main Menu, which now rotates in a looping 360 degree animation, and animates a target, that skips from position to position, within the camera frustum. The code allows the target to choose a random position to move to, and a random sound effects play, on… Continue reading 11. Main Menu Targets Continued