Day 4: Ratio Stream
Development Log:
- Moved json data to streaming assets. I was terrified when the project wasn't working in the browser, luckily it was an easy enough fix. For PC. Then I had to figure out some networking stuff for the webgl version ugh, learning! I actually was working on a multiplayer Westrado-like networked game before this but the art-programming was becoming too lopsided for my taste. May revisit after the jam.
- Also had a weird bug where all my publicly assigned variables got emptied out, something I had to constantly deal with when making Sushi Inspector Extraordinaire! *shiver* Really taught me to resource loading and game managers though!
- Rant about aspect ratios: So originally I setup the artboard for 256x144. Obviously I'm not one of those monsters that makes you read tiny fonts (actually I totally am- I even created a custom font that's only 3x3 pixels wide muahaha! please use to annoy for all your games). So I thought that since 1920x1080 is also 16:9 all is good right? Unfortunately due to .5 in the rounding it all gets wonky. I had to redo the UI to conform to a base of 1024x576, 4x the pixel count. Which looks fine in the browser but also means that when you download the game it will look a bit jank. Letter-boxing might be the best option as the highest perfect ratio is 1792x1008, 7x the size.
- Overall everything is working the browser as it should and on the pc and is progressing along nicely.
Crabby bot wants to show off his guns! (may be more literal in-game)
Tomorrow's update will be to the combat system. There's this little game made comparing the player being able to wait, not being able to wait, and the enemies being able to wait that I keep trying to find. The end result is that having to offset your moves is way more interesting than just being able to wait until the enemy moves next to you. I still haven't decided whether the game should be real-time, turn based, or a hybrid. Likely will go with turn based but I do want to experiment with turns going even when your doing nothing (Crypt of the Necrodancer style). Obviously not at that speed, I don't want to stress players out with real time puzzles. Roguelites are often turn based so it might make the most sense.
Files
Get Boilerplate Prototype
Boilerplate Prototype
Steampunk robot puzzle dungeon crawler.
Status | Prototype |
Author | Munro |
Genre | Role Playing, Puzzle |
Tags | Dungeon Crawler, Loot, maze, Robots, Roguelite, Steampunk, Tilemap, User Interface (UI) |
More posts
- Day 7: Root of LootJul 19, 2018
- Day 6: Combat WombatJul 18, 2018
- Day 5: One point perspectiveJul 16, 2018
- Day 3: Hello maps!Jul 14, 2018
- Day 2: Steamy walksJul 13, 2018
- Day 1: Steampunk Dungeon CrawlerJul 12, 2018
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