Robotim Development
If I had time, I was thinking of doing a game where you are in a building that is about to be hit by an airstrike, so you have one minute to clear each floor. Where you need to save some baby bots, and stay clear of windows on the south side once purple bot snipers start shooting through the windows.
So there would be a cut scene, then a floor with one minute to clear it, then another cut scene, then the next floor is slightly harder, or has some additional challenge added to it.
But I didn’t think I realistically had enough time to do that. I wasn’t the most efficient at doing the cut scenes. I think I need to go through some tutorials on Blender animation and possibly Unity animation.
Another issue is the in-game video texture didn’t build correctly on the web player, and I’m not sure why.
And another issue is triggering things, like playing a certain animation, then fading out afterwards, or switching the camera, or playing a sound. I’ll look into some way of making a flow chart or something to have these events strung together. On this one, I had some ugly script code to do that. I think the Animator in Unity can maybe do that… or maybe there is a better way.
I actually hoped to do real-time animation to speed up the workflow. But some things were too slow. It turns out my computer’s GPU is not supported by Blender due to it being old and bad, so all the Blender rendering is on the CPU. It’s possible Unity and Godot rendering is also on the CPU mostly.
Anyway, I’ll try to add references to all the assets I used. The robot model one is pretty awesome. I guess the concert stage was kind of cool too.
The quality is still not great, in my opinion, but the jam is ended, so it’s time to start thinking about making a scary game or two before Halloween.
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