Monday, December 19, 2016

Harvest Booze Update #8: Bustin' Makes Me Feel Good

With the semester having wound down last week, I've finally been able to put some quality time into developing the first real gameplay elements of this thing. We have:

Rock kickin'!
Grass yankin'!
And my personal favorite,

Tree punchin'!
The trunk is drawn separately from the branches & even the bark patterns, and I was having a hell of a time one night figuring out how to make everything move together. I went to bed & had weird dreams about triangles & woke up like, oh yeah, trigonometry is a thing. Brains are fucking nuts.

Anyway, as is probably evident, this was a really fun update. Most of the blowy uppy effects are thanks to GameMaker's built in particle system, which I probably went too far with, but whatever, if it makes me giggle then it stays, consarn it. I want the early game resource gathering to be sort of tedious to really encourage players to put some time into building automated systems in the mid & late game, but with some decent sound effects along with these visuals, I hope breaking shit is satisfying enough to temper the tedium. You'll be able to craft basic tools within the first few minutes of gameplay, so you won't be stuck kicking rocks for too long, but tools will be able to break so you'll always have the option of man vs. wild hand-to-nature combat.

I'm working on a very basic inventory system right now, that's the last official task for v0.0.2, then onto crafting & more in 0.0.3; I think the first crafting recipes will be for the tools which already have a use in the current game: ax for bustin' trees, pick for bustin' rocks, and scythe for bustin' grass.


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