01 July 2024

Day 13: Adding the game loop

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 projectiles for both the player and the CEO. I was able to get collectible mugs, and the game loop was implemented. You have to collect all the mugs and bring them back to your desk, then take the elevator to the CEO’s office to face off for the promotion you deserve!

What I learned on day 13:

  • I want to say I learned a ton about the animation engine, but I didn’t 🙁 I only learned a little more than when I started. It seems that a little more documentation or messing around with the skeletal animations would be beneficial.
  • I learned how the path system works in GameMaker…a little better!
  • I learned how to make 1-inventory collectibles; that was fun!
  • I learned how the bone attachments work for their rotation and initial point – I have to set this up in Spine before exporting the skeleton.

Screenshots from the livestream

From the blog

Day 14: The final day, game launched!

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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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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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