I decided to tweak the look of the portraits I added last month. I kept the same slate of portraits, but now they have a circular colored background, plus I’m probably going to vary the color of the shirts. Here are the easily recolored SVG files (ie. vector images) for the portraits:
I’ve turned my attention to the UI for my cartoony RPG. Although I’m still not done working on the dungeon texturing, I realized I’ve been wasting too much time on those experiments. Rather than becoming mired on one thing, it’s much more productive to just move on with the rest of the game and come back to that later. Who knows, maybe I’ll end up commissioning an artist to make some new textures.
Anyway here’s how the UI looks so far (notice the player portrait and health/mana meters in the top corner):
There are a couple old projects I recently realized aren’t visible anymore (because they were using old player technologies) so I decided to dust them off and do WebGL builds of them. I’ll talk about the other next month, but in this blog post I just want to focus on one, the demo of an algorithm I devised for aiming at a moving target. The interactive demo is on my space at itch.io:
I have two bits of news relating to my work with augmented reality: I’m giving a talk about AR in Unity, and I’m gearing up to port Demolo to AR headsets.
I’ve been putting a lot of thought into the textures for my dungeon crawler. This is a screen recording showing one of the possibilities I’m exploring:
This month there isn’t really anything visual that’s changed with my turn-based dungeon crawler. Instead, this past month has been a lot of invisible structural work. For example, there hadn’t been any way to complete a dungeon and start a new one, so I added in an end location to reach. Meanwhile, I’ve also been doing a lot of refactorings and code cleanup, one of which I want to highlight in this post.
Specifically, I created an interface for the various interactive objects to share. While it’s not where I learned of this programming construct, the following video is a pretty good explanation of what I did:
Last month I showed off grid-based movement in a randomly generated dungeon, but now I’ve added the beginnings of combat, the beginnings of loot/treasure, and (most crucially) randomly generated monster sprites! Here are screenshots of the enemies taken from different play sessions:
As I blogged about a couple months ago, I’m writing a little RPG for a fun hobby project. I was inspired by this twitter thread about a random monster generator, and I designed a tabletop rule system to use. Since then I’ve been implementing things in Unity, and this month I want to talk about the first two things I programmed: procedural dungeon generation, and grid-based A* (or A-star) pathfinding.
Two biggish (well, big enough to blog about) updates from last month: the enemies in Train Zombies now fight back, and I’ve been designing a new RPG system for a game project.