Sunday, January 31, 2016

2D Rigging Tool + New Spell Test

Lots of work going on since the last post.  Nina came up with art for our first enemy in the game, its a little worm.  His mouth just screams being able to eat/suck in what you shoot at him so I worked on enemy AI and got that in place.   The worm will hurt you if you touch him but unless you shoot him in the mouth hes pretty harmless.  





















I picked up a 2d Rigging tool so we can put bones and animate in engine for our 2d object.  I started
messing around with the animation on the worm and our main character.  Kind of a hurdle figuring things out with the tool but so far so good!







Thursday, January 14, 2016

Art! Art! Art!

So far this week Nina has produced a LOT of art.  We got most of the background images in(some are still getting painted and will be updated later) and now this is starting to look like a game!  We messed a bit more with color grading but that is about as far as we went.

I was able to add a new mushroom spell that was causing a lot of issues so we thought about how we actually wanted the mushroom to work and decided that in the form it is now, we would be deleting it.  I got raycasting done to spawn off the ground position so I can now move forward with cast time/if the player can cast/stand in animation for new mushroom spell.

I also got the "element" doors in place.  These keep track of a hit counter and if your spell is the right type and above the given level, then when  you hit the number on the counter the door opens.  If you are not fast enough the counter will reset.  I still need to add art on the door to give a visual queue whats going on.

Screenshots:

New Video:


Wednesday, January 6, 2016

New level art, vine platform test spell, lighting test, spell book menu

Aaron here,  I have been busy working on getting a working spell book menu that allows you to view all spells in the game and assign unlocked spells to a button.  This is in and we can keep track of the various spells and what has been found. This can be seen in the video below:



Nina has been working on the tutorial level art and finished up the art for middle ground!  We will be adding a lot of little animated things on this and will be getting all of that in by end of the month.  She has also started working on visualizing the backgrounds for this area.





I also started to work on a new spell for the tutorial level that may or may not make it in.  This can be seen in the video below:

Tuesday, December 22, 2015

Today I added in the test sketch for the tutorial level trying to get a feel for scale.  I have added a pause menu with Quit and modified some of the levels platforms.





Saturday, December 19, 2015

First Post!


This blog will update progress made on a 2d project created by Aaron Flud, Nina Palumbo, and Lauren Lavin.

There is now a functional "main menu" in place for the project that will quit and move into the main tutorial level.  We are planning on launching into tutorial and after that area is beat allow the player to travel around using an over world.

We have a work in progress character now in game.  I have fixed moving platforms so now they act like they are hanging from vines that are attached to both sides.  Camera movement is now more fluid and does not start following the character for until it hits .2 units on the x axis.