During this time I was working on the new game in Unity called 'PCon - Is that ridiculous planet contest really the only way to save humanity?' (yeah, that's a long title XD).
As for now, I want to share with you a couple of things that I managed to finish!
The designs of all the characters are completed
The design of all the screens that appear in the game is completed
The main mechanics surounding the main game loop are completed in the most basic way (so it works, but will be better XD)
Next I'm going to focus on making sure that I can walk through the whole game, and theeen it will be just updating all the stuff that already works, making art and animations and writing dialogues.
I'm super excited for this game, because it's going to be something much different from the previous games! Still can't really say when is it going to be finished, but I hope it will be worth waiting for!
I created a short build of my game for friends and family to check out and see what they think about the game.
This wasn't easy to do emotionally!
I couldn't help but think of all the problems my game still has, or the rough edges that I am sure would annoy people. It felt to raw to really show people... But I did it anyway.
Here is why
I found out that a number of players were confused by the numbers placed over the towns. This number indicates how many passengers on your train want to go to a certain location. It was obvious to me, the person who designed and coded it. But not to others. If I continued on and waited to test my game, this information could have been lost and lead to further player confusion. But early playtesting nipped it in the bud.
Now I know I need to make this information more clear and change how it is displayed. Then in the next update not only will the game be more fun, and less buggy. It will also be more intuitive and understandable, thanks to my playtesters.
This preview update has brought many changes into the game, such as new features, bug fixes and more. Leaving a feedback will much appreciated. Here are the changes that’ve been made:
✅Added:
Camera shake
Infinite waves
New trail
New graphics
A revive button
Settings
🔧Fixed:
Basic enemy wave spawning with different colours
Basic enemy wave getting stuck off screen and not coming
❌Removed:
Save profiles. The progress will be saved on a single save file
Sorry for the lack of updates since our initial teasers, everybody! We've been focusing on finishing up the school year, so things have been *relatively* slow. However, that doesn't mean progress has stopped at all! It DOES mean that we'll have much more to share over the next couple of months, though! : ]
Over the span of these "Manaposts" you'll get to see what's been made so far, and once we've caught up, you can expect to see more Manaposts every Sunday!
With that out of the way, here's the announcements for this week!
First Off - Model Magic
As you likely know, our first showing of this "new" Manaport showed off a spinning off a spinning model of our main maestro, Laurie. As you likely don't know, that model's been updated since! You can see this new-new Laurie, Their robes haven't been added so that we can test out animations a bit more practically, but they'll be back soon!
Triple Trouble
Laurie's not alone in this journey! Alongside her, comes Mirabelle and Winsley. They're Manaport's deuteragonists, and will be playable as a whole trio. You'll get to hear more about these funky felines in a future Manapost. They're here to see now though!
(Pictured left to right, Laurie, Mirabelle, and Winsley)
Ani-motion à la Manapotion
SHE LIVES!!!!!! Ah, well, livelier anyhow. First animations are here! Idling, walking, and so on. Have a look!
Squad Swapping
Here comes the party system! At any time, you can switch which character in the team you directly control with the press of a button. Check out the swapping in action below!
Lastly...
Happy Anniversary! Three Years of Manapotion!!!
Today marks the third year since we've started Manapotion, and game-making as a whole (this also Manaport's birthday!) We've officially started our first "real" year, but that doesnt discredit all the work and learning that was needed to get Manaport (and our second project) to where it is now.
We (C/R and Y) have had a great time working on these silly games for you all. While we haven't released anything yet, We promise to deliver on these major projects! No matter how long we take, we hope the wait will have been more than worth it.
Here's to another year of silliness!
-C/R and Y
So I'm debating on switching over to Godot or unreal. Unity really shot itself in the foot! My friend who works at Unity said he might quit along with others, because the work environment has become toxic. I really don't want to switch game engines now after making 9 games in Unity...
What's the real kicker is that I wanted to one day work at unity too... yeah not anymore.
Textures for my spotlight are finished! This one was reasonably quick to do compared to the other models, as I could easily reference my previous light box model.
Next will be the Taxi Sign textures, which will be interesting. Plan is use the original render as direct reference for the textures, as opposed to my former textures involving guess work.
I'm also looking at making more animations for Doug, just quickly put this together.
Just something basic for more tests involving sound and random idle animations.
Quick edit: I animate in Maya, as I've yet to learn how to animate in Blender. I do hate Maya's modelling tools however, so Blender's my go-to for that. I just wish Blender's rigging tools were more akin to Maya's.