I think it's safe to say I'm addicted to this whole "game development" thing, have you heard of it? No, oh, well it's this activity that you do where you sit at a computer for upwards of 12 hours a day, mash away on the keyboard and then pretty colours happen! It's amazing!
Vote or Die!
So there's this contest I entered the game in and part of the judging criteria is your social media skills. I'm not a well-known developer yet, so every "Like" or "Tweet" I can get will go a long way towards helping me win some prize money that I can put towards this project. Help a honky out and vote here:
Lights, Camera... Action!
Well, it's placeholder lights and the action hasn't been animated, but at least the camera is there now! Finished up a camera controller script which allows the player to look around, camera re-orients to follow the player actions and it checks for geometry occlusions. I'm sure I'll add a few things to it later like controls for camera shake and snapping to other objects, but for now I'd say it's a solid 3rd person camera, which really adds quality to the experience.
The Master Plan
So aside from development, I've spent quite a bit of time looking at what I have and what I'd like to get done and have come up with breakdown, schedule and plan for the first phase of this game. Without going into too much detail, I'm aiming to have a playable prototype ready by the end of April along with a pitch package and all the media that goes along with it. In the prototype, you'll play the polished version of the main character, enjoy a closer representation of the overall art style and be able to use basic combat techniques to fight off waves of enemies. The goal will be to present the basic mechanics and style of the game in order to get feedback before moving on to more involved phases of development.