Saturday, December 28, 2013

Screenshot Saturday

-New blood splatter animation but it still needs some work.

-Mage enemy can now shoot fireballs or electric bombs that fizzle when hitting the wall.

-New Start-screen art.


December 28 Update

Latest updates include redesign of enemy 2 and new blood particles.


Tuesday, December 24, 2013

Recent Progress Pictures

Recent changes include: 
  • New background for menus and start screen
  • Many environments created/updated
  • Rockets now working, still need to work on explosion particles.







Sunday, November 24, 2013

Late November Update

Things completed since previous update:
  • Environments are almost finished being added. Three left to modify/add.
  • Enemies 3, 4, 5 finished being added. Code to control still needs to be modified.
  • Popup menus all now have transitions with a background fade.
Things to do:
  • Code to control Magician and  Riot enemy needs to be modified.
  • Highly modified bullets needs to have colliders fixed.
  • Change ground plane into a single mesh of strips that decrease in size in the z direction (To create effect of distance.)
  • Flame thrower and bazooka still need to be modified/reworked.
  • Map art/animation
  • Start screen art/animation





Saturday, October 19, 2013

October 19, 2013 Update

Lots of cosmetic changes being made recently:
  • After chosing level difficulty, menu flies downwards along with background to create effect of camera looking towards the sky, scene switches and loading text flies downwards. Once touch to scene is loaded and Touch To Start button is hit, text flies upwards to give effect of camera looking back down and new menu/background flies upwards.
  • Health/Bullet bars are going to be replaced with health/bullet text with icons next to each.
  • New Pause button.
  • After selecting a weapon, the background of the weapon select turns red instead of previous square around outside.
  • Other minor font related changes.
Here's a screenshot of some of those changes, as well as the flamethrower in action.


Monday, September 16, 2013

Environments Being Added

Yesterday, I started implementing the new environments that were created by my artist. I began buy splitting up the textures since importing the entire image into Unity would not allow me to display the 2048x1024 pixel image on any mobile platform (it would automatically be down-scaled to 1024x512).

So by breaking it up into two pieces for the background, two pieces for the foreground and one ground piece, I was able to keep the pieces at full resolution at the cost of rendering an extra 4 planes but I was also able to save on space on the road since that texture is now repeating, it no longer takes up as much space.

I've got the snow and desert levels finished here:



Here's what the level looks like inside of Unity.



Basically, I have 5 planes: 2 planes for the background details, two planes for the foreground details, one plane for the ground texture.

When I change from one environment to another, I simply replace the material of each plane with the corresponding material of another environment.

Friday, August 30, 2013

Progress - August 30

New updates to Kibble Quest:

  • Completely redesigned upgrade screens. Weapons now have stats listed next to them. Stats improve as weapon is upgraded. Weapons also now have independent maximum ammo that is updated independently of gun upgrades.
  • Wave spawning has been reimplemented. Waves now spawn at a rate defined by a curve in the editor, allowing enemies to build up to the end of a wave resulting in challenging peaks.
  • Enemy1, Enemy2 and Enemy3 have been completely animated with walking and attacking. Player has been updated with shooting animation that respects the rate at which a certain weapon is firing.
  • Victory screen has been updated to include a 3 star ranking based on how much health the wall has lost.
  • Coins are now 3D, spin when dropped. They are also able to be picked up by a player swipe over them instead of requiring a tap.
Items left:
  • Large bug in which weapon does not replace itself in upgrade screen after being unlocked by player.
  • Story has to be written.
  • Analysis on how quickly enemies spawn during each wave needs to be done in order to maximize player enjoyability.
  • A mechanism for controlling enemy speed needs to be implemented. Allowing enemies to move faster in later levels.
  • Enemy5 and Enemy6 art needs to be created.
Current screenshots:



Sunday, June 30, 2013

Progress- June 30

Kibble Quest is a 2D side wave-based shooter being created first for Android and then iOS devices.

Here are some screenshots of current development:

Upgrade screen:

Story panel:

Character drawings:

In game: