30 June 2024

Day 12: Gameplay, more art, face swapping

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 holding 1 mug at a time. You have to collect mugs and bring them back to your desk, but the pesky sales team keeps getting in your way, so you have to delete them and get your mugs so you can ask for your raise from the CEO, William Loobster IV.

Things I learned on day 12:

  • I learned how to add attachments to Spine-animated characters!
  • I learned how to import the sprites into game maker to work with the attachments. I don’t understand why I have to rotate the sprites before adding them into the game, but it worked with a little positioning. I think there might be a way to add attachments at runtime instead of swapping them out, so that might be a way to handle better dynamic sprite animations in the future.
  • I figured out how to name objects easier so I can bring in custom names for the viewers 🙂

Screenshots from the livestream

From the blog

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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 11: Level Design and buggy AI

June 29, 2024 |

This was a very productive day, but also my most extensive day. It was mostly building out the game and not just centered around art. I coded some buggy enemy AI that allows the salespeople to follow the player around once they are in range, and then they patrol back to their original location if…

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