A brand new game
for Windows, Linux, Mac, HTML5, 3DS Homebrew and more
23rd March, 2015
I say "slow", but of course, I mean "Slow in the realm of AGameAWeek!"
I've been working on Invisible Munky 2 for nearly THREE WEEKS, now! Blimey, that went fast!
I'm currently working on building levels, and trying to keep the momentum of the game flowing in a decent manner. I'm also trying to add a decent mix of music, but it's all kinda samey. I might have to head in a completely different melodical direction, or something. *shrugs* Not sure!
Anyway, the game currently contains 9 levels, and they're all 100%able. I'm now going to start adding trickier elements into the engine, and trying to catch out the player, without resorting to cheap tricks. (Also, so far, I've no horrible death pits.. Trying to avoid using those)
Fingers crossed that the end result is as good as expected!
15th March, 2015
The engine's working nicely, an art style has been defined, and things are getting put together.
I've started building some proper levels, now, but already the game's feeling like it's still missing something.
At the moment, I'm attempting to add wandering bad-guys into the levels, which should help make things a little less lacklustre, but trying to get them to wander nicely within the areas is proving to be much more complicated than I thought, especially when the levels are build up with nothing more than vector lines, not a usual simmplistic grid.
Still, onward and upward, I suppose.
Hopefully I can get it feeling nice and complicated within the next day or so, so that I can focus on building up the levels again.
Invisible Munky 2 : Happy Banana Land!
9th March, 2015
Tentatively titled "Invisible Munky 2 - Happy Banana Land!" because... why not!
So, um.. Yeah..
The engine seems to be working well, although I've not added too much yet.
I need to design proper levels for this one, and I also have an object limit, which will be odd to have to deal with..
Anyhoo, the game's been started, and assuming I can make some decent levels, it should be with you in a week or two. Wish me luck!!
8th March, 2015
I've had a fair amount of fun playing with Unity, but in all honesty, I haven't progressed far enough to make it worth the switch.
I'm at the point, now, where I really need to make the big decision.
Making the complete switch to Unity will require heavy work, recreating my entire framework, and getting everything up and running smoothly enough that I can rapidly cobble together AGameAWeek.
And it's the "Rapidly cobble together AGameAWeek" bit that puts me off.
At the moment, and I'll admit I am still trying to figure out this whole Unity thing, I appear to need to perform about 4 or 5 steps to add a single spritesheet into the engine.
Adding it to the Project, cutting it in the IDE, adding it to the Object, and then defining an array to handle the individual frames within the sheet.
I know that's "not a lot", and my experience with AGameAWeek thus far have taught me that things like that tend to get easier, the more you do them and get used to the way they work.
But right now, I'm not sure I want to be doing that.
In Monkey, I add the file to the folder, add a single LoadImg() command, and then it's ready for use. Unity's more about clicking the mouse, than tapping the keys.
Does that make me sound lazy?! It probably does.
So, for the past 24 hours, I've found myself slipping back to Monkey, and fiddling about with my framework.
I've been experimenting and testing all manner of odd little things, and wondering if the whole Unity thing is worth it.
I'm still on the fence, but appear to be heading back to Monkey.