We spent this week working on a variety of things, a couple of which I’ll cover in some detail. For the most part, this week was a lot of jellyfish, travelling and leaf men.
Jellyfish are a fearsome species in the world of Project Sky. They come in a variety of shapes and sizes and float through the air with ease. The first jellyfish we’re adding is a nasty-looking guy with 3 tentacles. He moves fast and spears you with his barbed tendrils.
The jellyfish is much different from the lizog in terms of combat strategies. When fighting this airborne creature, it’s more important to dash out of the way, or attempt an air attack to counter its stab. As always, our goal with each enemy in the game is to challenge the player in a new, unique way.
This week I tackled a difficult aspect of travelling between locations. What if you leave an island and come back? Everything should be the same as you left it. This means that we have to record the specifics of each and every location in a zone so that if you feel compelled to return, you can.
This was a difficult task to accomplish, but I got it done and I am glad the functionality is in there. Travel is still fairly simple, but there’s plenty of time to make improvements there!
Lastly, this week Justin has started work on the first non-Mo’ai race: The Njokun. The Njokun are plant plant people, but I’ll hold off on talking about them or showing them for now. That’ll come in a later update!
That’s all for now, see you next week!
Finals are over, we survived! There will be no SAS this week, but rest assured knowing that progress will continue!
I’m hoping to accomplish a lot with the travel system this week, and there may be a new enemy in the works!
See you all soon,
Finals are creeping up for me this coming week and I in particular have been extremely busy with school. As a result, I haven’t gotten much done that can be shown. Rest assured, however, that work is progressing! We spent the early part of this week beginning the travel system, as well as improving the character customization.
Travel in Project Sky will work similarly to FTL; you’ll have access to a map of the current zone you’re in. A number of locations will be scattered across each zone, but you only have a certain amount of time in each zone, so you need to plan your time accordingly.
We’ll flesh out the system in the future, but for now (I’m writing this when I should be studying!) that’s all I have to say this week.
See you all in a time without standardized tests,
We spent this week working on exclusively weather/backgrounds. It’s been something we’ve wanted to tackle for a while now and I think the result is something that really enriches the feeling of the game.
As it stands right now, Project Sky can/will have the following weather/day types:
We may add more as time goes on, but for now this is the plan.
(Note: These clouds are sped up for the purposes of awesome)
Already, the presence of background elements and parallax makes the game feel much more vibrant and exciting. No longer must we languish in the unspeakable nightmare of plain blue screen. We have entered a new era.
Of course, none of this particularly matters if there isn’t a game to play. Our goal for the coming week is to implement the travel system. Once that’s in place, we can begin fine-tuning the game structure, events and combat.
That’s all for this week! See you all soon,