27 June 2024

Day 9: Designing the CEO and Sales People

Day 9 was super productive for me in the way of getting assets done for my game. I understand I don’t need a crazy amount of art, but I enjoy getting some variety for the gamers. I also focused on designing a riggable CEO character as well as the sales people template. I plan on swapping out emotions (facial expressions) and hair styles if possible. I would love to do this at runtime and only have to export 1 spine character to make this happen. The journey to learn animation has improved the way I think about creating dynamic characters in game.

What I learned on day 9:

  • Shading a character and adding highlights, even if just a little, make for a much more polished design,
  • Creating art at a larger scale and then resizing for game assets means I can’t make adjustments to the originals as easily, so I need to keep that in mind for future games.
  • This was less of a learning experience and more of application of what I’ve been learning, so I don’t have too much to say for day 9,

Screenshots from the livestream

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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