So many pixels…

Pixel Art:

This week I've been working a lot on pixel art. I managed to get some houses, trees and grass sprites finished and implemented into the game. I tend to want to get art into my games early on during prototyping. I find that it helps to keep me motivated because the game starts looking so damn cool! I go crazy if I have to look at the same bland sprites over and over, so it was about time I added some personality to the map.

Code:

I implemented some basic animation states for objects that the player can walk behind, so that they fade slightly to show where you are. I think it works pretty well! We'll see what the performance costs are of having hundreds of trees with animator components on them at the same time. Maybe there's a better way to implement this, but this will do for now.

I'm also doing work on the player inventory and hooking it up to the quest and dialogue system, so they all interact with each other. This has been a struggle for me but I finally got the basics down and its functioning properly. Going to polish this more in a bit.

Player Mechanics:

My idea is to let the player have multiple magic abilities - most likely Rain, Heal, Fireball, Freeze, and Invisibility. I've started implementing a few of these but they are still very rough. This game will have heavy themes of weather and change.

Tools:

I've also built a super simple Devlog tool that lets me take screenshots and write out the text for my devlog within Unity, and save them locally so I can easily upload it to my site. It also gives me a reminder pop-up before I quit Unity, which is insanely helpful for me. I'll throw in a screenshot here:

New Logo:

I’ve also created a new logo for FathomQuest Games - check it out!

This one adds some more personality to my brand and leans into the spooky themes that I love so much.

That's all for this week! Cya next time.

-Keven

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Player Magic Abilities

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“An Autumn Quest”