It has been an hectic start of the holiday. Time to actually do some work, I guess…
I am going to start writing a list of audio which the game will require. No music, just sound effects.
The list of sound effects have been created, and I am just waiting for others to read through it and add anything they think is needed. I did put some question marks next to some of the audio since I do not know whether it is needed or not. Time to wait. For the mean time, I shall be sifting through audio files and selecting the ones we should be using.
I have now created a few playlists for the various sounds needed. I chose multiple sounds that I thought was good and will decide later on which one I will choose. I have informed everyone already about the audio, so just gotta wait.
Had a meeting today on skills and mechanics with Sean and Wolf. We talked about the which skills we should keep for the game, which is now 6 skills. We also talked about how the enemies will work in terms of their skills. Like for example, will they have the same skills as the protagonist, or new skills.
We also talked about how the status effects will work. For example, the difference between the burning and poison effects. The burning will be a higher damage for less turns, while the poison will be less damage but for longer turns.
We also talked about the passives. Still a bit confused, but it should be good.
We also talked about the defence stats and how that would work. Defence would be a percentage based stats, which will take the weapon damage and a percentage would be taken away from that damage.
Had another meeting, this one was mainly about skills and narrative. It cleared up a lot of things as to what the skills should be. Also, I wrote out a explanation on how each of the different stats work and the different formulas that are used for the various stats.
Next meeting was on the base stats for the characters and enemies. Everyone has 100 Health as a base, and the defence is what determines how long it takes to kill them.
I should try to implement a system where the weapons shoot different amount of bullets per turn. Revolver shoots 6 shots, and the accuracy effects both shots. Rifle has 3 shots. Shotgun has 2 shots. Dynamite has 1 shot.
Revolver should have 25 damage per shot. Shotgun should have 50 damage per shot. Carbine 40 damage per shot.
Dynamite has a varied amount of damage, the centre impact does 100 damage, the second ring does 75, and the third ring does 50 damage.
The bear is an allrounder, has a revolver and shotgun. Should have average stats.
The bison is a tank, revolver and dynamite. Should have higher defence, lower speed, lower accuracy.
The eagle is a sharpshooter, revolver and carbine. Should have low defence, higher speed, higher accuracy.
The cat is a shady dude, carbine and dynamite. Little higher speed, little less defence, little higher accuracy.
The crocodile is a more tankier bear, revolver and shotgun. Higher defence, lower speed, same accuracy.
The cactus minion has low defence, average speed and low accuracy. Also has a revolver. There will be a lot of them, so the stats should be low.
Cactus mini boss higher defence, lower speed, higher accuracy. Has a revolver and shotgun. AOE melee damage.
Well, after the meeting, I decided to add defence into the game, which was quite easy. I also added more characters and played around with the numbers on the stats with the various characters. It was quite fun, messing with them and testing the game.
Next Monday, we had a meeting, just to catch up on what everyone was doing. It was just nice hearing people again.
So, I have a few things to ask James about, which is to do with weapons. First is to change the weapon firing so that they shoot multiple shots, and each shot is affected by accuracy. So, for example the revolver shoots 6 shots. Another thing I need to ask is if it is possible to change targets during the attack phase if the player has shots left in the gun.
The weapons also have status affects if it hits, and it is a 10% chance of it occurring. So, the rifle and revolver has a chance of bleeding to occur. Shotgun has a chance to stun. Dynamite has a chance to burn.
Status affects are : Burn, bleed, stun, slow.
Next meeting was just a clarification on what everyone is doing, and me just saying yes or no to questions. Was a very chill session.
So, I have now been given more work to do, which is cool and all. I wanted to do a variety of things, so now I am. WOOOO! I am now modelling the assets for the swamp environment and helping out with the User Interface. I have also finalised the audio for the battle. It is a good day.
I started making a lot of assets and practising my 3-d modelling since I have not done it in a long time. It was quite easy to remember, and I was able to start making things. Trees and rocks are quite easy to make. To be fair, everything is easy to make, but it is time consuming if you do not know what to do.
I made an insane tree. With leaves and vines! I am mad proud.
Decided to learn how to rig and animate characters. This took a bit of time, but I was able to successfully rig a character. Moving the bones and stuff around was so fun and watching the character responding to the movement was so nice. However, the clothes were also being affected, which is what I wanted, but when I started the weight painting, it did not go as well… Well it was fun trying something new that I have never done before.
I have now been given a list of assets to make, which is a mad ting. So, gonna do that then. Have a meeting on UI as well, so it should be a productive week.
I have made mad amounts of assets. Whether they are good or not is another story. Mohammad was able to create the walking animation for the bear and it works wonderfully in Unity. Honestly, so proud of this.
I made a building. Woo.
Today was a good day. Very productive meeting and we did a lot of things within it. I was able to get a free trial on Unity advanced and got 8 seats, so everyone in the group including James could be in the file. We also went through what everyone is doing and focusing on. So for me I will continue 3-D modelling until Monday, which then I will completely focus on coding.
Another thing that has happened now is that I want gravestones of everyone in the game with a wild west cause of death. Gonna be sweet.