Game Programmer/Developer @ Ghoti Games
MFA Student @ SCAD
With the sprint at it's end, there's plenty more I wish I'd done: unfinished features that'll wait until next sprint, a player zoo with more art in it, a lack of creator's block killing my workflow, etc.. Still, I'm happy to have a start and excited to see what else we'll do!
With the sprint at it's end, there's plenty more I wish I'd done: unfinished features that'll wait until next sprint, a player zoo with more art in it, a lack of creator's block killing my workflow, etc.. Still, I'm happy to have a start and excited to see what else we'll do!
Once it was time to make an executable, that also meant it was menu time. A simple Main Menu, Pause Menu, and Credits Screen really brings a game together you know?
Once it was time to make an executable, that also meant it was menu time. A simple Main Menu, Pause Menu, and Credits Screen really brings a game together you know?
You've already seen it in the background a few times now, but here's the point in the development process we got an actual blocked-out Player Zoo. In case you needed proof that I'm not one of the artists on our team, look at its glory a touch longer and you'll find it. Teleporters included!
You've already seen it in the background a few times now, but here's the point in the development process we got an actual blocked-out Player Zoo. In case you needed proof that I'm not one of the artists on our team, look at its glory a touch longer and you'll find it. Teleporters included!
Most games discourage prop-flying, and yeah, I had to stop it from happening with the ingredients, but witches love a good (or in this case, terribly made) broomstick.
Most games discourage prop-flying, and yeah, I had to stop it from happening with the ingredients, but witches love a good (or in this case, terribly made) broomstick.
Since I'm a programmer, I should probably show off some blueprints for you. These are the blueprints running ingredients and other interactable objects. Ingredients get handled by a physics handler after casting a ray out of the active camera and other objects trigger from a collider.
Since I'm a programmer, I should probably show off some blueprints for you. These are the blueprints running ingredients and other interactable objects. Ingredients get handled by a physics handler after casting a ray out of the active camera and other objects trigger from a collider.
With base movement settled, I next turned to getting our item/ingredients started. Whether in first or third person, you can pick up whatever ingredients you're staring at and fling them around like there's no tomorrow. Plus, they're conveniently labelled!
With base movement settled, I next turned to getting our item/ingredients started. Whether in first or third person, you can pick up whatever ingredients you're staring at and fling them around like there's no tomorrow. Plus, they're conveniently labelled!
It's not a game without movement. First thing I did was set up some simple walk/run/crouch movement on a third-person character. Next, I rigged it up so that you can instantly swap between 1st and 3rd person with 'C.' The precision of FPV and the ability to see our character (in time)!
It's not a game without movement. First thing I did was set up some simple walk/run/crouch movement on a third-person character. Next, I rigged it up so that you can instantly swap between 1st and 3rd person with 'C.' The precision of FPV and the ability to see our character (in time)!
Every game project starts with the documentation, but if I showed it to you, that would spoil everything we have planned! I'm glad to have written it up early with @perpetualpilot.bsky.social and @sonyasambhu.bsky.social, but for now I'm just going to drip-feed what we have so far.
Every game project starts with the documentation, but if I showed it to you, that would spoil everything we have planned! I'm glad to have written it up early with @perpetualpilot.bsky.social and @sonyasambhu.bsky.social, but for now I'm just going to drip-feed what we have so far.