GameDevStash - Game design and development

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My take on “RPG Core Combat Creator” – physical combat

In my last post I justified the addition of dodge mechanics to the game’s core movement system. To briefly summarize that post, physical combat, i.e. combat that uses physics to calculate hits, requires a method for avoiding such physically calculated hits. Extending the movement system was one thing. But physical combat also required the weapons and fighters to have actual collision. For character collision, I decided to stay with the capsule collider solution proposed in the RPG Core Combat Creator course. Thus, my characters retained the capsule collider approximating the shape of their body. Improving the weapon system The weapon...

Movement mechanics - characeter movement animation. 2

My take on “RPG Core Combat Creator” – movement mechanics

In the last post I briefly described my experience with RPG Core Combat Creator course from GameDev.tv. This time I would like to focus on my additions to movement mechanics. The basic movement system designed by the tutors relies on Raycasting and Navmeshes. The player clicks a location on walkable terrain. Next the Navmesh Agent on the player’s character tries to find the optimal route to that point. This is an ideal solution for a traditional Action RPG, like Diablo. However, I also wanted to add physical combat model. Physical vs Mathematical combat model Whenever I analyze systems of a game...

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My take on “RPG Core Combat Creator” course from GameDevTv

Ben Tristem’s Complete C# Unity Developer: Learn to Code Making Games was probably the most important online course I have ever taken. In my life I had several adventures with coding. But after finishing Complete C# Unity Developer I decided that I would be seriously focusing on learning to code. Having taken a few other courses, I decided to enroll to RPG Core Combat Creator. It is a intermediate course by Ben Tristem and Rick Davidson. The course is by no means easy and requires an intermediate knowledge of Unity and C#. I was certainly not an intermediate coder when...

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Import 2D tiles into Unity

Development of 2D games is one of the first things people attempt when they launch Unity. However, it is not enough to properly import 2D tiles into Unity. We also need to perform a specific set of actions to configure the image. By default Unity does not know how to treat the imported file. You can download the following asset pack. It contains a walls_final.png image which I have used in this tutorial. What are 2D tiles? Tiles are sprites used to build 2D environments and backgrounds in games. It is customary to build tileable sprites that may be reused multiple...

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Simple tileset in Pyxel Edit

This tutorial shows the basic procedure for creating a simple tileset in Pyxel Edit. These will be nine tiles at 16×16 pixels. Such tilesets can be easily imported into e.g. Unity to create basic level layouts. 1. Create a new file by choosing File > New. Then select the Tiled document or animation tab. Choose 3 for number of pixels high and wide. Choose 16 pixels as each tile’s height and width. Before starting the drawing process mark all tiles using 0 tile from the Tiles area. 2. For simplicity, we will use the default color palette. Fill the canvas...

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Tile tools in Pyxel Edit

Pyxel Edit is my favourite tool for creating 2D tiles, and is often quoted as the best solution for the job. In this tutorial I will briefly present the tile tools in Pyxel Edit and explain basic issues a new user might have. Basics of tile tools in Pyxel Edit 1. First create a new project by using File > New. A new dialog will appear. It allows for the creation of a single image, just like in a regular painting application. Additionally, it provides an option for creating a multiple tile image. This multiple tile image is ideal for...

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My choice of pixel art software

In 2019 the offer for pixel art applications is very broad and diverse. We have many packages available. The entry point is as low as Windows Paint or as high as Adobe Photoshop, with all the custom made applications in between. The choice depends on the budget and specific needs of the user. Most applications which allow for drawing bitmaps are sufficient for creating pixel art. However some of them are more of a hassle to setup conveniently than others. There are many excellent articles and lists comparing pixel art applications. I will provide some links in the References section....

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Making my first game – Part 4: Finishing thoughts

To sum up, the whole process was a great success for me and I managed to create a fully functional, extendable demo game in almost fourty days, while working only in the evenings. The good The art I managed to produce was quite consistent so the graphics didn’t hurt the eyes that much. Character sprite sheets I purchased were also fitting for my style and the end effect, while not very impressive or flashy, did its job well enough (at a total cost of 5$). The gameplay was smooth and interactions felt impactful. As many of my testers said, the...

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Making my first game – Part 3: Problems

When making my first game I encountered two major problems, which took me quite some time to figure out. Below you will find the detailed descriptions as well as solutions which I used to solve them: Cannot interact with objects (doors/chests) At certain, seemingly random times, interactable objects stopped responding. When I pressed the E key used for interaction in my game, they would activate or not. For a while I could not determine why and when it happened. Then I noticed that objects stopped responding when I was standing still with my character. This was new to me and...

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Making my first game – Part 2: Systems

Apart from randomly generated backgrounds the game needed to have some other mechanics to get it going. For me one of the most fun aspects of modern games is physics. This is why I decided to base the game systems on physics traps and simple puzzles, as well as basic combat. In the end two main ideas drove the development:– physical interactions (traps, combat),– relevance of game systems Design philosophy All game systems had to fulfill some role: Chests and gold. Apart from measuring “score”, gold is a currency for reviving. I do not like the idea of score without...

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