One of the great things about the length of Rainbow Jam is that its specifically designed to avoid people overworking. So! It’s been a few days. I spent a few hours here and there tweaking things but let’s have a look at today’s meaningful progress.
Aesthetic tests! We’re using the FlatKit shader plugin for Unity. I tried to colour match the concept art provided by Caspar & attempted to approximate Sid’s vehicle designs with some basic primitives to get this first feel for the game’s look.
Day 2 saw more work on the vehicle physics + controls! I prototyped the first iteration on the drifting/turbo mechanic; currently if you turn at high speed it counts as a drift and builds turbo. This turbo can then be used at will to go fast!
The turbo bar UI is world space so I can have it jiggle around and stretch to add to the speed effects. I’ve also been heavily focusing on the camera logic; its a simple follow camera with no player input but I’m adding a lot of distance/fov lerping to really help sell the speedy movement too.
Today marks the start of Rainbow Jam 2021! The jam lasts two weeks and is always a blast. I’ve been participating since the original in 2016!
The theme is Liberation
Our first day began with a long brainstorming call. I’ll be working in a team with friends for the jam, and we came up with this idea for a queer hover racing game!
I then got stuck in on the first iteration of the car physics while I wait for the job-havers on the team to have some free time to work on this.
I also did some very quick prototypes for ghost drivers. We decided on ghost recordings to compete against to avoid having to try and design racing AI within the two week project scope.
Full team; Autumn, Caspar, Cat, Emmy, Sid
There are a lot of us so we should be able to manage this larger scope!
We’re going live now with our welcome tour/launch party, so feel free to join and hang out!
The judging stream for the GModStore Gamemode Competition 2020 happened last night! It was a great event showing off the 8 fantastic entries this year
Here’s a link to my segment showing off Gario Party 13!
Day 12 Progress
The focus was on enemy NPCs! There are three current types to test with; a (Fire Breathing) Demon, a (Explosive Shooting) Floating Skull, & a (Shrieking) Shrieker
I also added a simple little ‘wave defense’ mode to test out these enemies in an open arena (it just constantly spawns enemies for the player)
Day 11 Progress
Lots of progress with the weapon systems today!
First of all I moved the weapon code out into separate classes and changed from the hard-coded base sprite to a modular system, so now each new weapon can define its spritesheet & UVs, along with its weapon stats (damage, spread, sounds, etc)
To demo this I created 5 new weapons!
Pistol, Shotgun, Machine Gun, Laser, & Rocket Launcher
Day 9 Progress
A lot of today’s work went into refactoring the animation prototype from yesterday out into modular data files with separate scenes & animations, removing the repeated code and making new animations super easy to add!
Then I worked on getting the basics of the system maps working, so now the player’s ship starts in a basic test system with a sun and a single planet, and flying close to the planet triggers the landing sequence! Cool!
I still need to hook this up with other player ships, and implement proper collision checking between them all, then also get the hyperlane network in so players can navigate between different systems!
Day 8 Progress
A working prototype of how planetary interiors could work, with this fixed point camera view and mouse based movement
Inspired by the Freelancer animated transitions, as seen below:
Day 7 Progress
Took a much needed break for a few days and I’ve been struggling to get back into the swing of things, so I decided to do something fun and prototype some landing animations for players touching down on planets. Inspired by Freelancer!
Next steps.. I still need to refactor a tonne of stuff now that I have a better grasp of the full gamemode concept, but that’s boring.
So I might prototype some more tomorrow! Thinking about having planetside areas control like in Freelancer, with a fixed point camera and mouse input.
I’m trying to do a lot of workarounds/fake interactions/areas like this in order to allow a massive possible play space, not just confined to the Source engine map maximum bounds