Game Off 2019 Day 5

Today, I told my friends at work that I was creating Un-bee Leap-able for the Game Off 2019 competition.  Jedulz said he would love to help me with the game.  He told me about how he was trying out the GDScript that is used by the Godot Engine.  It's very similar to Python, which sounds like it won't be a terribly difficult language to pick up.  Plus, I also checked out the features of Godot and it states that it can build games that can run on the web using HTML5 and WebAssembly.  Which would make it nice for testing:  we could run it from a GitHub.io page instead of rebuilding or reinstalling an executable game.  I also found this article on how to export Blender files for Godot.  When I used to play a lot of Garry's Mod, I wanted to learn how to use Blender to create 3D models that worked on Valve's Source Engine.  I think that settles it:  I'm choosing the Godot Engine for my game!

Jedulz sent me a link to this site called opengameart.org, and it has a bunch of resources that other creators have made Opensource.  He told me he used it to find his bear sprites for his JS13K Games entry: Bring Back the Berries!  I did find a ninja model on the site, but I'm not liking it too much.  I'm going to try to make the bees really cartoony:  a circle, a spike in the back, a wing at both sides, and a couple of different faces.  I'll either try to make my own ninja model or recolor that one using Blender so that the "art style" matches.  The site contains more than 2D sprites and 3D models, too!  I think I found some cool background music to play while gliding around!

Now, they also asked how I was keep the ninja from gliding out of bounds of the map.  I didn't have an answer at the time, but I've been thinking about it.  I think that if I create the course inside a canyon or a crater, I can make the walls high enough that the ninja will never be able to jump or glide over them, even with the maximum "leap into the sky" upgrade (if I get to upgrades during development).  I can also slope the floor down towards the goal to help the player reach it without upgrades.  I'm also thinking about putting a winding or snaking path to the goal in order to force the player to make turns.  The path would also limit the space I would have to put in stuff.  I want to put in a lot of interesting stuff on the path to make the flight interesting, and a lot of games today with big open spaces feel like they are filled with nothing (here's a Jimquisition episode about it, sorry that all the videos I've linked are pretty expletive laden).

Hopefully, I can start writing some code tomorrow.  I think I have a pretty good design in mind, so now I just need to see what we can do with Blender and Godot over 25 days.

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