if you didn’t see my post on it yesterday, I’ve set up a Patreon! today I’ve added reward tiers and milestone goals. as I start posting more content I imagine that I’ll add additional ones, so keep an eye out! thank you so much to everyone who’s either pledged or spread the word so far - if you’d like to support me too then visit my Patreon page here!
so! you might already know that I recently got out of uni. I’m no longer a student! now I’m living in the Real World which is a pretty scary place to be if you want to make a living with your own creative work. at least it used to be, because Patreon is a thing now which makes it a lot easier!
I’ve set up my own Patreon page here if anyone would like to support me in my goal of making games. pledges are set up for every game I release with the aim of making one every month. I’ll also continue to post about progress and development over on my game dev blog!
making games is truly what I want to do and in order for it to be a realistic life goal I need some level of financial support. I want to focus 100% on game dev and don’t want to charge for experimental game releases so Patreon is the perfect way to offer people with the option of supporting me while still providing free content.
thank you for taking the time to read this! for more information please visit my Patreon page. signal boosting this post would be greatly appreciated!
I’ve got it set up so the game knows how far away each player is from the gold at all times! which is cool. now I want to use that to control the intensity of a light attached to them - I went to double check how to access a light through code in this way and had another dawning realisation on the words I was typing into a machine. get light in child. get it. root around in there for the light. I always seem to notice when “child” gets added in the mix somewhere.
for one act play there shouldn’t be any characters or interactions that aren’t there for the purpose of test-building an rpg… so in the small starting area I’d want there to be an npc for each thing I’d want to build on in the future. I’m picturing a little area with a garden where you can grow small crops with the right combinations of found items which you sell on to one character to get money that can be used elsewhere (item shop, skill gain). quests are an obvious thing to test, dialog too, and any future rpg I’d make I’d imagine I’d want an overworld enemy system where sprites either run towards or away from you and trigger a battle on touch.
as for the players I’d want there to be two to test a party system and an overworld caterpillar-trail thing where party characters follow each other.
here’s the second early build of no the gold is mine just for people following me here to have a go of if they’d like! (and as with the other early build I’d rather this didn’t get reblogged because it’s very unfinished)
- two player splitscreen
- player 1 controls -> arrow keys, space to dig, hold shift and left/right to wall climb
- player 2 controls -> wasd, q to dig, hold e and left/right to wall climb
- ability to win when a player finds the gold
- win message (currently hidden), 4 second pause, switch to orbit camera (refresh for new game)
to add next:
- four players
- start screen
- new player sprites + animations
- smoother turning, camera movement etc
0.001% chance of this happening on gold pickup
was trying to think up what message could be displayed on gold find and put in “PLAYER 1 FOUND GOLD” and “PLAYER 2 GOT TOLD” but immediately took it out because it’s dumb, it’s so dumb
gonna get back on the no the gold is mine train!! progress paused while I’ve been home for my lil bro’s bday but I’m gonna hop on over to a new tab after this sentence and check my last notes on where I was with development here I go…
I’d got splitscreen with two characters in! movement is more or less done but nothing currently happens when you find the gold. I’ve got about four hours till I start getting sleepy, I’m gonna work on getting something to happen on gold find. not sure what yet! I’m thinking… if a player collides with it, rather than it floating away the player simply moves to stand on it while the screen view becomes just the one of the winning player. short interval where it shows the winner at the gold with some sort of win message and maybe a zoom, maybe a crown, and then cut to the view of another camera that’s circling around the planet, in order to show it all destroyed at the end of a match.
extensive plans. also I like the idea of the boss being the only fight you have. gonna call this idea “one act play” for now, just for the sake of tags. I’ll start on this after no the gold is mine, hopefully making it april’s mini project!
"that wasn’t so hard at all whats the big deal"
ahaha I’m picturing the final boss being unable to attack them and them monologuing about how the player must be THE CHOSEN ONE and the weapons they picked up are glowing and and stuff, reacting to their HERO’S HEART - meanwhile the player is mute throughout, just trying to make the bad guy go away so they can get back to normal
if I’m gonna make kin in unity then it’d make sense to at least make some sort of practice rpg to get the hang of the basics before jumping in. I’ve planned little rpgs in the past but they always end up getting big so what if… the tiniest rpg possible. one that takes place after the end of another, one where the big bad won. then a little character walks over, picks up the sweet loot of the loser hero and Saves The Day. a game with literally one or two pre-boss enemies and then a final showdown, then the player goes home.
ahaha working on getting a player into the hotel scene - the left walk animation is good, the right one… more like a really quick shufflemarch. must’ve set it to play faster by accident at some point.
found a simple way of hiding rooms the player isn’t in (or in this case, a cube I’m moving) - something like this’d be vital to walking around an environment like this with the camera primarily set to look from one angle.
almost paid like £40 for an asset that did this, glad I tried to do it myself first.
no the gold is NOBODY’S: friendship destroying game
no the gold is MINE. literally mine, as in me. my gold. nobody wins it because it’s mine. I win every game.