Category Archives: WIP

Archer feature complete

I added actual arrows, with trail, a bow with an animated string and a quiver as well as sounds for loading, string tension, shooting and arrow-woosh…

So the skeleton follows you and it has a range after which he starts shooting arrows while walking, if he gets closer he stops walking and just shoots arrow and if you move away he will continue pursuit.

I had him running like his sword wielding buddies, but that was a bit too much and would be lead to less variety. So zombies are the slowest, archers are slightly faster, but they have a range and skeleton warriors are really fast, but have a short range (melee).

I will add some randomness to his targeting as well and call him done for now (which means awaiting a modeling and texturing pass, basically polish)

Barrels of skeletons

Hi guys, more on my wip game:

small improvements in animations, added exploding barrels and attacking skeletons with temp wooden sword

I will be making an archer version of the skeleton, as well as a zombie that throws bile. Next are the Hell Knights and the Mini Knights. Oh and Death’s Scythe

Zombie improvements, Skeleton and Gun polish

Facing zombies in the graveyard is the most likely going to be the first experience you will have in the game, I want to make it enjoyable and juicy. So I went over the zombies and made some quick textures, including normal maps, even small details like the chunks missing are noticeable and readable during action, this is probably close to the final look I will be going for, at least for the first version of the game

So I have more free time now and I am ramping up production I implemented all 3 zombies with giblet versions and a new enemy type, also in-game and breakable :

A closer view of the skeleton with flaming eyes:

I also spent some time polishing the gun, both the bullets and the related animations

I will implement some attack animations and post an update during the next days. Then more items and more enemies to finish up what I need for the first level. Stay tuned

Making giblets

So as I was working on one of the skeleton enemies – for which I have the intention of them exploding into bones like I did with Bashing Orcs – I figured I could make giblet versions of my zombies as well and give them that extra juice.

I spent Sunday morning cutting up the zombies and then in the afternoon I implemented the code:

Putting some things together

I put together a small area to get a sense of what I will need to do for levels, I feel I will end up increasing the amount of zombies I thought I would need, so I will also need to work on the random variations and textures to get something that works. Some audio effects also added and some systems added to the gate and chest.

Next skeleton enemies and maybe the zombies can throw something at the player as well, check it out here:

Fireball test

So now I have some graphics for the bars and everyone pauses when I press ‘Start’, what else can I do with magic?

In comes the myth of O’Lantern: Satan promises to never take his soul, yes, but O’Lantern ends up in the dark and alone, he tells Satan: you’re just going to leave me here in the dark?

And Satan tosses him an ever burning piece of ember from the flames of Hades (Greek Hell) that would never burn out. Hmmm that sounds like a fireball of sorts, maybe he chucks it, so I tried it out:

Adding more gameplay

I started thinking about ways to play more with the ragdolls, since this has been a theme with prototypes I made in the past, maybe I could actually make something more this time.

I already had the slide implemented – the idea initially was to throw your head as a bowling ball, but I figured 1) it will be a returning ball instead of a returning axe, that’s not variety and 2) sliding was fun.

Bowling Ball Jack was born:

This was really easy to implement, the only tricky thing was making sure the character didn’t snag on the ragdolls while performing the action, but being able to walk over them once it has been performed. In Unity this was just a matter of switching a Physics layer interaction bool on/off, which is controlled by animation events, just like the collider that pushes them out of the way.

Now this is fun of course, but you can basically spam it and take out a horde of zombies no sweat, I destroyed my game.

What to do, what to do…

Let’s add a stamina bar, so you have to switch up, right? And why would you not spam the axe instead? Well because that works with magic, duh… So I decided to try out what has basically become the classic: Health Stamina Mana trio of health bars.

Ragdolls receive force from the axe

Of course someone said that’s neat and that it would be better if the ragdolls received force, which is something I had automatically from the functionality of the axe, but was too much, sending the dolls to high heavens – which was funny, but broke the models too much.

So I found some time and implemented a more controllable impact force that seems to work like a charm: