28 June 2024

Day 10: Rigging, Animating, Adding assets

On day 10 I finally scraped together my assets and loaded them into the game! Not only did I get all my existing assets into the game, I was able to animate both the CEO and the Sales People sprites! I had a lot of fun learning some additional Spine animation, and things are looking pretty good now. I found out that I was also scaling everything x2, so that was a nightmare and a note for the future when working with the custom PPI in photoshop. I need to learn how to scale things dynamically on JSON exports.

What I learned on day 10:

  • I need to make sure my game scale is setup before animating -_-
  • Meshes and mesh weights in Spine seem to only work with multiple bones, would have saved me like 20 mins if I knew this before, woops!
  • My animations don’t all need to start from the root bone setup – this makes for smoother animations
  • I can use the in-game blending/mixing to setup animation transitions
  • Came up with some interesting mechanic ideas based on some of the animations I made.
  • Time passes really fast when working on a passion. It turns out I really enjoy art and animation more than I thought I would. It’s beautiful seeing my work go from my brain to a video game engine.

Screenshots from the live stream

From the blog

Day 14: The final day, game launched!

July 2, 2024 |

Today is the day of the launch. I’m going to call it here as the game works for me 🙂 Now, I tried it in HTML5 and it’s not the best, but it kinda works. I think some optimization would be nice but my eyes are so dry from working on this for 2 weeks…

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Day 13: Adding the game loop

July 1, 2024 |

On day 13, I had a bit of a struggle and continue to struggle to get the animations working properly and not hanging up on the walking animation. I’m able to get the sprint and attack, but the walk and attack animations are just not working for me. However, I was able to add ranged…

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Day 12: Gameplay, more art, face swapping

June 30, 2024 |

Today, I worked hard on learning the attachment system within Spine. It was a SUCCESS! I have random faces/hair (helmet) styles that randomize when you spawn into the game. I added 5 different salespeople heads and figured out how I wanted the gameplay loop to be. I decided the inventory is going to be Key…

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