14 November, 2019
As the theme has yet to been announced, this was a very lax day. What we worked on was:
- Creation of team planning document to go in drive ('Every Day Workflow')
- Practice sketching for pixel art
- General discussion of our plan once theme was announced - we would just write down all of our ideas
16 November, 2019
Theme is announced! Very big day for us, we were very excited and wanted to get our ideas down as fast as possible. What we accomplished was:
- Dump all of our initial ideas onto brainstorming document we created on 14 Nov
- Debated which ideas to keep and which to discard
- Discussed type of game we would make to suit our needs - side scroller vs top-down isometric
- Decided that our game would be a farming/ combat based rpg
- Brainstormed about combat system, whether we should have a money system, mining, farming, and day cycles
- Decided that fast travel would be a bad idea
- Decided that the game would be top-down isometric rather than a sidescroller because it fits our ideas of playstyle much better
- Talked about art styles, looked at a particular style - hextech
- Made a goal of which achievments in the OGPC list we would decide to gurantee complete
- Prototyped and looked at some concept ideas for art relating to our style
- Discussed how we would keep our sanity while working, and about how much work we would have every day
- Talked about the process of animating, and how to keep animation to a minimum
- Talked about general idea of map layout
- Talked about how we might change our map, and how the player would travel between areas - inconclusive
- Tried but didn't figure out how we would force the player to want to progress
21 Nov, 2019
We were a little bit lost today, but we did as much as we could to plan what we would do next week and what decide what we needed to work on, what we did was:
- Decided how big average rooms should be
- Decided on art style which would be similar to Hunger Dungeon
- Decided camera size should be 800x450
- Started working on Movement code
- Made room templates for basic idea on settings/scenes
- Decided for top walls to show 2 tiles (128 pixels)
- Decided that next week we will prototype movement, maybe projectile system, player sprite, jackal sprite, basic town map
28 Nov, 2019
First day of getting an actual system done in the game! What we got done:
- Made player movement and collision code
- Made manager object to manage other game objects
- Knockback system
- Basic knockback test object to follow player and knockback
4 Dec, 2019
Very simple prototype day, not much work done. What we did:
- Basic prototyping for some music styles
5 Dec, 2019
Pretty decent day, got some decent progress. What we did:
- Basic sprite concepts for player sprite
- Talked about main menu and our process of creating it
- Made base projectile system
- Base HP bar functionallity with some template sprites
12 Dec, 2019
Pretty slow day, not as much progress as we hoped. What we did:
- GUI Buttons done
- Website up with basic navigation
- Player sprite worked on
- Fixed bug where mouse wouldn't be detected by GUI buttons
19 December, 2019
We got decent work done, a few important things. What we worked on was:
-
Our goals for today:
- Get text on GUI buttons
- Work on shadow player animation outline
- Camera system
- Possible weapon system
- Branching to host the website on github
- We had some struggles with player sprite
- Website now hosted on GitHub - basic navigation page with stylesheet linked to pages
- GUI Buttons have basic system to show text
- Next week we will work on the website, menu, camera system, player sprites
22 December, 2019
Decent progress on the website. What we worked on was:
-
Goal today is to:
- Work on website and make it navigable
- Navigation bar on top of every page of the website that can go to all of our pages
- Website now has main style sheet linked up
- Navbar is dynamic, turning into a pop-up menu when the page is medium size or smaller
- Made each page that has no content say so
- Added source code link on download page
9 January, 2020
Good update of plans today to keep us on track. What we worked on was:
-
Today we wanted to:
- Camera system
- Work on polishing the website a bit
- Possibly work on weapon system
- Discussed Systems
- Made google docs to document how our mechanics and systems will work
- Added dynamic camera system to game with mode switching possibility
- We fixed a bug with the camera system because of the room set
- Started working on broken brick tileset
- Debated what character should look like
- Discussed website home page, and what should be on it
- Weapon system on mechanics page (google drive)
- Movement on mechanics page (google drive)
- Decided that projectiles will be fired towards the mouse without changing the player animation
-
Made weapon system plan -- it will be a 2D array where every row
is a weapon and the columns will represent metadata of the weapon
such as damage, sprite, name, etc.
- Made plan for tilesets
-
Discussed keeping quests in the game and decided that we would
keep them as a plan for now, as it is a code mechanic of our gameplay
16 January, 2020
Pretty okay progress, we could have got more done today though. What we worked on was:
-
Today we wanted to:
- Remove About page from website
-
Re-plan the home page of our website so that it will now have an about
section, and include everything that we want to show to present ourselves
rather than have a seperate about page
- Weapon system - get data arrays in
- Possibly - Story, GUI, ability system
- 3 main tilesets worked on (most basic necessary)
- Discussed whether we should have multiple weapon sprites/ projectiles
- Idea for projectiles to be sinusoidal (polish)
- Removed about page on website
- Added about section on the home page of the website
- Added GUI value slider to game
- Worked on brick tileset
- Discussed ability system and added it to the functionality page
17 January, 2020
We got great progress on the website, and a decent amount of work on the game. What we worked on was:
-
Today we wanted to:
- Work on website home page
- Work on tilesets
- Weapon array
- Settings room
- Settings room button
- Get BG out of team photo and on the website
- Green background of team photo removed from website and replaced with transparency fading with a black stroke
- Changed font size of section heading on website to be slightly less thick
- Added empty settings rooms, with a button on the main room that will take us to it
-
Added weapon array after prototyping, weapon array is a 2D array where each row represents
an item and each column represents the items metadata such as the title as a string, the
sprite of the weapon in inventory, the sound, the projectile sprite name, etc
- Brick tileset prototype finished, and may or may not be used
18 January, 2020
Today we made the website look clean. What we worked on was:
-
Today we wanted to:
- Researched how to add vector graphics to website
- Created logo (that may be temporary)
- Added logo to website header
- Added logo to ogpc tms site
- Restructured grid system in website for “about” section on home page
- Added Genera”General” sub section in “about” section
- Created favicon and put it into the website
19 January, 2020
Today we looked into foliage. What we worked on was:
-
Today we wanted to:
- Make a tileset for a human area/general outdoors
- Looked into grass textures
- Created flower-grass tile for flourish
- Worked on paths for an outdoors aesthetic
- Connor fixed his github issues
20 January, 2020
We made progress on the website and game. What we worked on was:
-
Today we wanted to:
- Work on enemies
- Make website more easy to use
- Made logo on website navigation bar take you to the home page
- Removed extra col from ‘about’ section on home page
- Updated enemy AI to use pathfinding with the collision tile layer
- Added state system with neutral, idle, wander, alert, attack, and stunned
- Enemy will now collide with walls
- Enemy will not pathfind while in the stunned state
- Fixed bug where enemy would add velocity to its position twice causing it to phase through collision tiles
23 January, 2020
Today we tried to add to our website. What we worked on was:
-
Today we wanted to:
- Worked on template script for videos
- Worked on start of script of movement stuff
24 January, 2020
We made progress on the website. What we worked on was:
-
Today we wanted to:
- Developed website concept layout more
25 January, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Improve the visuals of our game
- Added sprint system to player - when pressing shift you will move faster
- Added room transition with black fade effect
- Made camera spawn in the middle of rooms so that no screen jumping occurs when trying to realign the camera to the center of the room
26 January, 2020
Today we improved our game. What we worked on was:
-
Today we wanted to:
- Improve the visuals of our game
- Imported test assets
- Made more complex player sprite folder hierarchy which includes different sections for different sprites (ex body, torso, shoes)
- Finished sprite layering system
- Player will now draw dynamically according to its direction state
- Camera dimensions made slightly smaller (640x360) - will likely be fine tuned later
- Made color percentage shader that has three pass through floats (r, g ,b) that act as a percentage of that color respectively to draw that as a percentage of the original color
- Grass and tile set base completed and put into the game and tested - looks pretty good, just a little non-seamless
- Worked on player animations
27 January, 2020
Today we fixed bugs. What we worked on was:
-
Today we wanted to:
- Ensure the game is stable
- Fixed a bug that would make the last frame of animation not play fully through
- Added NPC parent object
- Created a test NPC with the same cloth sprites as the player
- Added basic NPC AI that uses movement similar to players except gets a random direction every 2-5 seconds and travels there, also waits for a random 2-5 seconds
- Fixed player and npc hair drawing order so that the hair would draw properly
- Testing done for Showcase page on website - everything works as intended
- Start of crop system - toggle crop mode with ‘p’ click left mouse button to place a crop object - no growing yet
- Scrolling through selected crop - will stop at each end rather than looping
28 January, 2020
Today we made progress on the game. What we worked on was:
-
Today we wanted to:
- Added crop grid which can be drawn in debug mode
- Crop icon snaps to the center of a grid square to preview where crop will place
- Crops now are planted in center of grid square
- Crops can still be planted on top of each other and don’t grow yet, and can not be harvested or used at all
- Connor discovered a issue with Gimp
29 January, 2020
We made progress on the crop system. What we worked on was:
-
Today we wanted to:
- New tile layer that contains areas where crops can be planted
- Crops can no longer be planted on top of each other
- When in planting mode a red rectangle will show in a restricted planting area (not dirt, or in an already planted area), and a green rectangle when hovering over an empty dirt tile.
- Plant mode causes a fatal error when not in the "rmTest" room. This will be fixed by disabling plant mode in any other room other than the home base type room
- Crops will now appear correctly based off of how many days old they are
- Crops will stay the first Sprite for the first day value only (growth stage will still work properly)
- Added 3 crop information ds_grids: 1) ds_crops_types grid which stores the max growth stages till fully grown, the value of a crop, and the name of the crop as a string (as of now the name is only used for debug). 2) ds_crops_instances grid which contains grid positions of the crops in the farm room; This grid is destroyed when leaving the farm room ("rmTest") as of now, and the data for each crop is transferred to the ds_crops_data grid. 3) ds_crops_data grid which stores the grid position of each crop (x, y), the amount of days old a crop is, and the type of crop that is in the position. If there is no crop, then no data is stored.
- When any room starts ____ happens, and when any room ends ____ happens, this means that crops stay persistent between rooms
- Crops day value can be increased when in debug mode by pressing "G"
- Crops still do not naturally grow
- Crops can not be harvested
- Crops do not have a death time
30 January, 2020
Today we reviewed what we have accomplished so far. What we worked on was:
-
Today we wanted to:
- Improve the crop system
- Implemented a shader system for player appearance
31 January, 2020
We made progress on the website and game. What we worked on was:
-
Today we wanted to:
- Add to our event log
- Work on our player sprites
- Fix bugs
- Ian worked on crop system, discovered an issue where crops would go to a negative growth value causing the crop to disappear
- Connor fixed base player downward walking animation
- Niko added a bunch of logs to the website
2 February, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Implement an inventory system
- Placeholder item images are set at 32x32
- By pressing "E" you can access the inventory
- Players are also given a random amount of gold, silver, and copper
3 February, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Add a better movement system
- Finished east movement and idle of human sprite
- Should be an easy transformation into west movement
6 February, 2020
We made progress on the game and website. What we worked on was:
-
Today we wanted to:
- Improve item system
- Added to website draft
- Made it so inventory does not draw over our text object
- Drafted website "about" section
7 February, 2020
We made progress on the website and game. What we worked on was:
-
Today we wanted to:
- Started a mining system
8 February, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Improve the day night system
Work on a slider system
Made global test variable “slider1” to have to use sliders for debug
Added slider mode “slider_actions.slider1” to adjust slider1 global
Created day and night cycle object to draw application surface with day and night shader effects
Day and night cycle object uses arrays for “key times” which just means that depending on the time of day it will cycle through the values in those arrays (which hold color, contrast, saturation, and brightness)
9 February, 2020
We made progress on the game and website. What we worked on was:
-
Today we wanted to:
- Work on sprite animations
- Finished the west movement of the player base sprite
- Lost my mind with moving north - the shading makes no logical sense
- Various tests in local copy of the game
- Need to polish north movement and sprite in general, but the base is there
- Got screenshots for website
- Tried to make a video for possible dev logs or website use
13 February, 2020
We made progress on the game and our group workflow. What we worked on was:
-
Today we wanted to:
- Design a system where we can see new ideas to implement into the game
- We made a new document planning out our goals for the next 3 months
- The document is called Goals and Plan - big info very wise choice
- Made it so we can pick up items with o and drop items with r
- Finished (for now) a base dirt tile
- Learned more about how to branch using github and possibly merge
- (Connor) affiliated with the code
15 February, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Create more room object sprites
- Worked on grass tile set 30/47 tiles done
16 February, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Create more room object sprites
- Worked on grass tileset 37 / 47 tiles done
17 February, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Create more room object sprites
- Finished grass tileset 47 / 47 tiles done
22 February, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Create more room object sprites
- Changed grass tileset to be darker and be light in the center rather than the outside
- Start of rock concepts and style
27 February, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Talk about future game development
- Decided to drop mana system
5 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Add more plant sprites to the game
- Goal is to get some sprites ready for demo day
- Decided to make crops only have 3 cycles
- Wheat crop cycle done
- Carrot crop cycle done
- Tomato crop cycle done
- Cucumber crop cycle done
- Items done: Tomato, carrot, corn, cucumber
9 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Did some spriting of the player sprite
11 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Automated day/ night cycle
- Day night cycle no longer requires debug mode
- Crops now grow with day/ night cycle
- Fixed multiple complicated crop bugs that kept creating other frustrating bugs
12 March, 2020
We made progress on the game and sprites. What we worked on was:
-
Today we wanted to:
- Improve our sprites
- Get feedback from peers
- Made the Player Sprite skinnier and re-animated up and down movement to fit with the changes made
- Demo day to explain game and get feedback - add footage of this to website log
13 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Add more sprites to our game
- Worked on some “practice” spriting
- Worked on a graphite rock
- Had idea to make ores based on creating different alloys
- You would have to make coal with sulphur and a compressor + carbon/graphite
14 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Finally done with player animation base - except colors may be adjusted later on
- First Player hairstyle done for now (male_hair1)
- First Player shoes done for now (male_boots1)
15 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Crops can now be destroyed when fully grown by pressing the interact key
16 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Finished the leather gloves and their animation
- Had an idea to make a base (outline?) for different components of clothing to make them easier to animate
17 March, 2020
We made progress on the game and game sprites. What we worked on was:
-
Today we wanted to:
- Dynamic floating text that can cycle color, tilt, and go in a certain direction (oFloatText)
- Added hand sprite to sprite layering system of player to show things like gloves or rings
- Added handheld sprite to sprite layering system of the player to show the item that the player is holding
- Worked on leather pants
18 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Finished leather pants
- Held carrot done
- Added achievement list to trello for ease of access, red = incomplete, green = complete, yellow = WIP
- Held corn done
- Held tomato done
- Work on particle system stuff
- Dynamic particle system done
19 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Work on a particle system
- Player walking particle system
- Made particle types global, now created in declare global script in the particles section
- Create and destroy particle system on room switch in order to let particles draw properly, this fixed a bug where the particles would draw correctly at first, but after switching rooms, the particles would not show up anymore even thought the emitter object was working properly
- Discovered a bug where if there are 0 crop instances in the farm room, when leaving and coming back there will be 12 crops
- Crop now has particle system when fully grown
- when crop grows fully outside the room sparkle particles will appear immediately when re-entering farm room
- Crop particle system will be destroyed on crop destruction
- Grass tileset reworked a bit and finished
- Dirt tileset created to look similar to the grass tileset, but brown
- Rock Path Tileset started - mostly finished
- Planned meeting between the three of us, and joined a discord call. Ian was slightly late because of lasagna (that’s a garfield things nice)
- Finished the leather armor torso part
- Might also make a part for the head but needs to be discussed
22 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Improve our particle system
- Talked about inventory re-work and combat system
- We want combat system to be complex, and make the player use many moves and possibly combos, and be able to roll to dodge, and maybe parry, we are still in the process of deciding specifics on the combat system
- Fixed a bug where the plant sparkle particles would only appear on the last crop that grew, or the first crop planted after all crops had fully grown and cycled by one day. This was due to the global particle type system using the same particle for all the emitters of the plant particles
23 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Improve systems within the game
- Talk more about combat system, decided that there will be a dodge which will be done with a roll animation
- The roll animation will add more animations to all clothing items as well
- The combat system will have multiple animations for different types of attacks which are also going to affect all clothing and maybe some handheld stuff like weapons
- There will be three categories of weapons, light: swords, medium: spears/ staves, heavy: hammers
- All weapons will have two types of attacks, a slow and a fast one
- Combos will be done by alternating your light and heavy attacks in a certain way
- Enemies will also have different skillsets, same as thew players weapons in terms of light medium and heavy, though not all enemies will have weapons
- Cc might be replaced with blocking in some cases
- Heavy enemies will have at least one cc attack (2 at most) to combine with their other attack sometimes
- Medium enemies will have 1 cc attack, and 1 regular attack
- Light enemies will have at least 1 mobility move, and one regular attack
- In turn of enemy animations, they will have 4 directional walking animations, and will have an animation in both direction of their 2 moves (8 animations total)
- Enemies may be able to carry a weapon which could change the way that they attack this means that the enemy would have 2 Ai’s with 4 different attack animations that
- Both player and enemy should have a stun animation, and 3 hit frames (we can copy the same one if we are running out of time)
24 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Come up with a system for our metals
- Alloys and their metals:
- Bronze - copper, tin, nickel
- Cast Iron - iron, carbon, silicon
- Stainless Steel - iron, chromium, silicon
- Electrum - silver, gold, copper
- Vitallium - cobalt, chromium, molybdenum
- Hastelloy - nickel, chromium, molybdenum
- Platinum Alloy - platinum, silver
- Beta Titanium - titanium, chromium, nickel
- (Some may need to be renamed because companies have trademarks on alloys).
- Also finished leather helmet
- Medium primary attack animation for player done
- Medium Alternate attack for player done
- Prototype of attack animation system and state switching based off of input
- Reworked animation system to work with attacking, animation system will now start at frame 0 on attack animations, and will still start at frame 1 if walking (idle is frame 0 of walk animation)
- Made test spear sprite to see how spear would look with player attack anims
- Began work on Bronze Gear (putting all in one xcf file this time and exporting into separate pngs, might be a more organized system).
- Started prototype for weather system
- Weather system has a 10% chance of having a weather event every day unless a weather event is happening
- As of now for debugging the weather system resets to no weather type (sunny) after the day is over
- The weather system will be changed in the way that weather events will also be given a randomized time to happen, rather than stopping at the end of the day
- There is a weather strength global var which will be randomized with each weather event
- The weather strength will determine the visual effects of the weather
25 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Add to our games weather system
- Weather system working properly, weather has about a 10% chance to spawn everyday (checked and scaled every frame)
- Once a weather event ends there will be a full days length cooldown
- Weather lasts for a random amount of time, as of now this can be 2 in game hours to 24 in game hours
- Updated mechanic sheet with weather cycle system
- Reduced sprint speed by half
- Added movement scalar to player when in the attack state, there are two separate movement scalars
- We plan to put the movement scalars for each individual weapon in it’s properties eventually
- Changed weather strength to effect the visual effect of rain only, and weather strength now increases till it equals 1 during weather, and decreases near the end of the weather time
- Worked on Bronze Gear, finished the animation for the boots and am about half way through with the legs
26 March, 2020
We made progress on the game sprites. What we worked on was:
-
Today we wanted to:
- Started primary attack animations
28 March, 2020
We made progress on the game animations. What we worked on was:
-
Today we wanted to:
- Heavy primary attack player animation done
- Test hammer animation for heavy primary attack
- Heavy alt attack player animation done
- Test hammer animation for heavy alt attack
- Dev carrot hammer walking animations done
- Finished the Bronze Gear animations for walking
- Found bug with drawing sprite layers where if a sprite that is supposed to be over, but is shown on the other side then if it overlaps it will not look right
- Plan to meet from 9-12 in order to help Connor with light attacks
29 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Did not actually end up meeting, Connor was busy, and planned to work on game later
- Fixed a particle system bug where the emitter region was setting the region for a particle type, which would not allow more than one emitter to emit the same particle
- Struggled a lot with the particle system
- Attempted to make weather particle system, but when the particles are supposed to burst (when raining), no other particles show up or emit until switching rooms, and the rain particles don’t show up
30 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Began to make concepted item system where the item types are stored in a data grid
31 March, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Ian looking through Inventory system to rework the system a bit
2 April, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Gave each item a description
5 April, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Moved our item system into scripts
15 April, 2020
We made progress on the game. What we worked on was:
-
Today we wanted to:
- Made a very simple cave room