Category: Blog

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Heresy Platformer winter progress update

The winter has passed, sadly without any updates on my part since late November. This does not mean, however, that I stopped working on Heresy. Far from it, I managed to implement many features into the game. I will present the overview of additions in this winter progress update. Combat system progress update The combat system is the aspect that is easiest to demonstrate. At the same time it may be the most important aspect of the game for some people. Here are the basic features of the system that I already implemented: Different types of attack. Player may unlock...

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Heresy platformer gameplay reveal

Regular work may be a rare commodity for many people during these strange times. This is why I consider myself particularly lucky having double the business currently. This has a negative impact on my game design activity though. I was however able to squeeze in some hours here and there for the past 2 months. This way Heresy platformer announced in September project moved at a very slow, albeit steady pace. However today I am ready to post a short Heresy platformer gameplay reveal. In this time I was able to create: a physical character controller that takes uniform input...

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Summer break, plans for the future and “Heresy platformer”

The Covid-19 lockdown was a very special experience for everyone involved, especially for parents with school aged children. Juggling work, parenting and part time work of a teacher was quite challenging. During this time I took a break from Unity to focus on my programming skills. I took some courses on coding that focused on issues from basic to advanced. I wanted to revise what my knowledge to be in good shape when the children, hopefully, go back to school. The time has finally come and I keep my fingers crossed. I can now announce the start of my new...

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My take on “RPG Core Combat Creator” – additional modifications

In my previous post I described the way I implemented physical combat in my game based on RPG Core Combat Creator course. In this entry I would like to provide some details on additional modifications I made to the game. Modifications to health and stamina system – vitality and rest The original game featured a standard Health+Stamina system. I extended it with another resource called Vitality. This resource functions as a pool of points from which the player regenerates lost Health and Stamina while resting. I also implemented a rest animation to support this functionality. Below you can see the...

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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...

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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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