Post news RSS Design Update & Punch the Dummies

I’m working hard on design of the game. I got a long list and lots of works to do. Every level has it’s own environment. Like; sea side, fisher’s village, mountains, war zones( like castles), night, snowy etc. In fact most them using the same sprites. Basically, i tint the colors, change their positions or mixing them. Some of the levels require special designs like boats at the bay.

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I’m working hard on design of the game. I got a long list and lots of works to do. So please don’t forget to follow the game’s Facebook and Twitter accounts. Also you can track the game at IndieDB.

Facebook: www.facebook.com/yerlininjagame
Twitter: www.twitter.com/yerlininjaoyun
IndieDB: Indiedb.com

Every level has it’s own environment. Like; sea side, fisher’s village, mountains, war zones( like castles), night, snowy etc. In fact most them using the same sprites. Basically, i tint the colors, change their positions or mixing them. Some of the levels require special designs like boats at the bay.

First, i try to manage spritesheets by myself. But Unity’s spritesheet optimisation is really bad. So i decide to use TexturePacker. TexturePacker is really good at packing sprites. Just install the TexturePacker Importer from Asset Store, then you are ready to go. It’s easy to update spritesheet without any problems. Most important thing is the naming. TexturePacker is protecting every sprite’s name. So it’s easy to manage and find the assets this way.

In those videos, i use night and snowy prototypes. These are not finished visual designs and level designs. I just create them for testing. I hope that’s enough to give you an idea about environment.

Also, i almost finish the main character’s attack movements. He slashes randomly and through a star. Just punching the dummies.

I love Steampunk. So i add an steamy tank. It moves the things that you can’t and it trigger the traps. Right now, it moves by itself to the one direction. I’m planning to bring the controls of the tank to the player.

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