Amateur Game Dev tries paws at making furry trash
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Ark of Corruption Dev Blog 1
This'll be the first development blog post for my new programming project, Ark of Corruption (name pending)! How exciting!
This'll be the first development blog post for my new programming project, Ark of Corruption (name pending)! How exciting!
Project Description:
Ark of Corruption is going to be my attempt at a NSFW furry p*rn game (I obviously won't be able to post the naughtier parts here). It'll star a dingo paladin who has to navigate lusty, corrupting enemies on their way to face off against an invading alien presence.
Progress Thus Far:
Even though this is the first dev blog post for the project I've been working on it on and off for about two weeks. I've been following the Action RPG Tutorial by Heartbeast on Youtube to get off the ground with Godot (I'm using 3.5 right now). It includes a lot of features I was already planning on including so was a perfect find for my project.
As of today I've officially finished up that Youtube series and have begun to work on my own sprites, code, and design! That's whats getting me to post about my own progress from here on out!
Things I Learned from the Tutorial Series: -Displaying animations with AnimationPlayers/AnimationTrees/AnimatedSprites -Setting up hitboxes and hurtboxes with prefab scenes that can be attached to anything -Learned about state machines and how to keep the player and enemies in discrete states -Coded a detection radius prefab scene that can be attached to any enemy -Created an enemy unit that has soft collision to push other enemies out of its way -Used tilemaps to set up level design of visual and collision elements on a scene -Used animation tracks to call functions, edit properties, and make sounds
Progress Today:
Today I managed a lot! Very productive day.
On a coding level I made the dodge roll deactivate the collision hitbox, effectively making the player immune to damage during it. I also managed to create a placeholder image for the Holy Blast ability, code its instantiation, and make it move properly across the screen. The player can now use Holy Blast to damage enemies from range! It also is properly incorporated into the FSort so it doesn't show from behind objects. I ran into some issues making it collide with the environment, but I learned to use enter_body signals when dealing with non-Area2D collision elements.
Art-wise I spent a lot of time iterating on some pixel art that I worked on last week. I had originally designed the pixel art of the main character based off of some art that @Switchbit did for me. Today I started animating some that original idea into the four-way walk cycle (with all armor still on). I still need to animate the sword swing, dodge roll, and holy blast.
I also knocked out a simple set of slime animations--one for movement and one for idling. I used the tutorial's code for Bat enemies as a base, made some adjustments and included a slime enemy into the game! It has slow movement, low friction, and should make a great first enemy.
Ultimately, I'm very happy with progress today. Looking forward to doing more next week. But Destiny 2's new update is going to put my free time to the test hahah.
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my current game concepts and ideas: BALANCE- small 2d exploration game. lots of abilities. making little bases and resource management
NineBreaker- Megaman clone focused around a series of intense boss fights, platforming, and small puzzles
Axolotl Sniper- visual puzzle game involving revealing parts of the levels with the trajectory of a sniper rifle
Strata Strider- endless runner game involving platforming and teleporting through a few levels in order to dodge obstacles
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Friendly reminders, Game development edition:
it’s okay if you can’t do everything by yourself and need a team
it’s okay if you want to do everything by yourself and don’t want a team
it’s okay to not have a team but ask for help from people sometimes
it’s okay if it takes you longer than a month to finish game
it’s okay if it takes you longer than a year to finish a game
it’s okay if it takes you longer than 2 years to finish a game
it’s okay to take however long you need to finish a game
it’s okay to never finish a game (unless it’s a commercial project. then u need to pick it up, but communicating with clients you’re working with is always better than not! 9 times out of 10, they’ll be understanding)
it’s okay if your game posts get 5 notes
it’s okay if your game posts get 1 note
it’s okay if your game posts get 0 notes
it’s okay if your game has a complex gameplay with lots of features
it’s okay if your game has simple gameplay with little to no features
it’s okay if it takes you hours on one part of the game to get it to feel right
it’s okay if you spend more time or less time on certain parts of the game than on others
it’s okay if you only make fangames
it’s okay if you only plan to make one gameit’s okay if you make games just for fun
it’s okay to take breaks during game development that last long, long time
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Homevvork assignment for school... I’m probably gonna add to it.
-Menu of other shapes to click
-Add colour to the debris
-Add gravity
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(EDIT: I don’t knovv vvhy the gif came out so badly this time, I’ll need to look into it) Progress Made:
-Completed the “hold jump button to jump higher” feature
-Made bullet contact create stationary portals for teleporting (Sprite needs adjustments)
-Added UI display for the current location and the possible teleportation locations
-Added camera svvitching to the four possible locations (The background colour)
-Adjusted ammo counter UI element, reduced shot capacity to one
In Progress:
-Need to change “Cross” UI element to reflect the current location
-Need to change ammo UI element to reflect the target location
-Need to add target UI element to the “Cross” to reflect target location
-Need to prevent multiple portal instances stacking on each other
-Need to change portal colour to reflect target location
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Idea: Stack the planes as rovvs, each vvith a camera in a camera array, have a camera controller script
Teleport the player character to set “insertion points” along all the levels so
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All the vvork I got done last night on my game for the Game Jam Moving character vvith place holder assets.
-the player doesn’t clip on vvalls
-idle animation
-vvalk animation
-set up a blend tree animator for a more precise jump animation vvhen i finally get around to doing the art for that
-Ammo bar that changes colour and replenishes over time
-The projectiles “explode” against valid targets like vvalls
I ran into a fevv problems vvhile trying to code a “hold the jump button longer for a longer jump” feature, so I’ll have to vvork on that later.
But I’m very happy vvith hovv the project’s coming a long and hovv much better I’m feeling vvith Unity
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Started making progress on the basics of like, game dev stuff. Finding the right way to fire projectiles and prevent them from piling up was a really nice lesson. They travel for around a second or two before removing themselves. I’ll adjust it to match the speed of the player later.
(art assets place holder from the Unity asset pack)
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