![]() (our backlog a couple of hours before the deadline) I worked on the build and the itch.io page, while the boys were tuning the game. Now the dragon was alive! and angry.Īt that point, the last day, we were working on small details. Meanwhile Roberto was looking for sound effects and found that terrific roar. (view of the cave during the dragon's attack)Īfter I pushed my changes, Esteban somehow managed to attach the flame effect into the dragon's jaw. I also worked on the fire particle system, and it was so fun! I wanted it to turn the dark cave into a hellish place, so I added light source to the particle system, which I might want to tweak in the future because I noticed it has a negative effect on the performance, but damn it looks so cool! (view of the cave just before the dragon's attack) I gave the player a light source, so it looks like they were holding a torch I also made it to spawn treasures with a certain probability, this way the most valuable the rarer.Īfter I finished my part, I started merging our work, and the boys keep working on the player and the dragon, meanwhile I was working on the ambience setting, I wanted it to be a dark, dim ambience, a peaceful place for a dragon's beauty sleep, but a dangerous place for an adventurer, so I applied a fog to achieve than, which also made the treasure to be harder to find. This has some flaws though, sometimes it spawns branches on the other side of the walls, nothing that affects the gameplay. It spawns treasures or traps depending on its children, so here the pink rectangles spawn treasures and the big purple one spawns traps. As you can see the gold coin piles are just rotated rocks with a "gold coin material" asset from the Store) I created the Spawner based on the one from the CWC tutorials, but I changed some details. Thank to these assets, I created the Unity project, a very basic scene and set up the cloud service all before the other two sleepyheads woke up. ![]() Thank the heavens I found a free dragon asset, or else I would've to improvise lmao. The next morning, I was collecting some assets from the Unity Asset Store, anything I could find useful. At the very left, there's my very first version of the concept of the game, where the dragon was sleeping in the middle of the room) (our all-purpose whiteboard! sadly I didn't think of taking a picture of the previous ideas. Esteban made the UI, Roberto the Core and I worked on the Spawner (+ the assets because I'm the early bird and I could take care of the assets to speed up the development). We decided we would start programming the next morning, and leave the friday for planning and to rest from the workday. So you see the One Rule theme worked like a charm for me (in a therapeutic sense), to portray my experience into our video game.Īnyway, after we chose the game mechanic, we started identifying the main parts of the game, in such way we could divide the work. There was one rule in my house that was don't wake her wrath, but anyone with narcissistic parents know that's one tricky rule, right? Her parenting taught me to live walking on eggshells, even until adulthood. I always have seen my mom as a dragon (metaphorically speaking, of course), you know: arrogant, powerful, proud, majestic, dangerous. It was founded on the idea of "walking on eggshells", because until not much time ago I was living like this. I might get a bit personal here, since it was my idea that was selected (you can skip this paragraph). It wasn't our first game jam, so we had the teamwork in our favor, and it helped a lot in the brainstorming phase, it also helped having Roberto staying in our house for the duration of the jam. I worked with my fiance Esteban, and a close friend, Roberto. Hi, I'm Majo, I just wanted to talk about the development of our last jam game Don't wake the Dragon
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