Monsta Punch! Weekly Update: On Builders and Title Screens

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

I kind of overdid it on the ass-busting front today, leaving me a bit wrecked in the head. I’m gonna make this quick.

In this week’s build, the new stuff is as follows:

There’s a totally rad title screen.

The Monsta Builder has been rejiggered.

There’s an XP bar.

Stuff happens when you level up.

CLICK HERE FOR THE DEMO

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On Babies

Just wanted to share this video of my nephew watching my brother-in-law play Monsta Punch!. I think he likes it. :)

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Monsta Punch! Weekly Update: On I’m Sick And There’s No Update This Week

I spent most of this week and part of last week with a nasty cold, nasty enough to knock me out of productivity for a few days. I have done stuff, but none of the changes are front-facing just yet and I don’t think today’s work day will get them to that point. So, particularly because I’ve been so good about the updates the last few weeks, I just wanted to point out that I did do work this week, but I don’t have anything to show. :)

See you next week!

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Monsta Punch! Weekly Update: On Spiffers and Parks

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

First pass at Level 1, complete!

In this week’s demo, you’ve basically got a rough version of the first level of the game. Also, Spiffers is now a real enemy and I absolutely love him.

CLICK HERE FOR THE DEMO

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Monsta Punch! Weekly Update: On Kind Of A Lot This Week

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

Jesus. I didn’t even work a full week and I’ve got just a big damn list of stuff to show you.

In this week’s demo, we have features features features and a new cutscene.

The first thing you’ll notice is the targeting cursor. It’s great and I love it.

The first thing you probably won’t notice is that the camera angle is slightly tighter. I like to think this will make the action easier to follow, but mostly I just prefer the look. Tweaks!

There’s a Go arrow. Follow it.

The bird has an AI. It follows you. Just like in Soviet Russia.

After you’ve walked a little bit, you’ll trip off the second cutscene. It’s got… cool stuff that I don’t want to spoil.

Under the hood, I added spawn zones so I could make enemies show up in roughly exactly where I want them.

I’m exhausted and I’m going home.

CLICK HERE FOR THE DEMO

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Monsta Punch! Weekly Update: On The First Tute

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

This week is basically a public playtest, so I’m going to keep this post short.

In this week’s demo, we have the first part of the tutorial. Nothing happens after that, and it’ll take 30 seconds. Play it, and leave feedback, if you would be so kind. :)

CLICK HERE FOR THE DEMO

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Monsta Punch! Weekly Update: On Lessers

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

I have some bad news.

The faceless horrors are gone.

In this week’s demo, Jippel the Lesser joins the game as the first real enemy. It still needs leagues of polish, but I like how this enemy is blocking out so far.

I also added a system for associating camera constraints with different level phases. For example, when you trigger the first wave of Jippel the Lessers (walk to the right a couple meters), the camera will change from being fully free-roaming to being constrained to about a ten meter block of space. After you defeat the wave, the camera will switch back to free-roaming.

Hey, by the way? Monday. Something important.

CLICK HERE FOR THE DEMO

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Monsta Punch! Weekly Update: On Trigger Volumes and Cutscenes

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

This week was a systems week. Very little of what I worked on most of the week was front-facing, but I rewarded myself today with a dedicated art day. There wasn’t time to animate today’s designs and get them into the game, so I’ll just introduce them here.

Everyone, meet Jippel the Great:

JippelTheGreat

And Spiffers:SpiffersI’ve been focussing a LOT on lighting and shading, and if you don’t mind me saying, I think these two came out wonderful. Respectively, they are the first and second Monsta Punch! enemies. I’ll start getting them into the game on Monday. Jippel the Great, in particular, is going to be getting some cutscene love, which I’m really looking forward to working on.

And on the subject of cutscenes, let’s look at the game.

In this week’s demo, we have our first implementation of trigger volumes and cutscenes. There are two trigger volumes in the level right now. You’ll hit the first one if you walk to the right a couple of meters. At that point, a “cutscene” will be triggered (in quotes because it’s just playing the ROAR animation that’s already in the game). When the animation completes, the game will start spawning the faceless horrors you’ve grown to adore.

These two new systems have been worked into the already present level management system. The trigger volumes are just stretched out Unity cubes with trigger colliders and their renderers turned off. Each trigger can be linked to a cutscene and an enemy wave. Cutscenes will be implemented using PlayMaker. I should have some real ones to show off next week.

CLICK HERE FOR THE DEMO

 

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Monsta Punch! Weekly Update: On Birds and Squirrels

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

Finally got a good week of productivity in. Let’s take a look. I finished the refactor of the Monsta class on Monday, then had a bad Tuesday, and finally regrouped Wednesday into today to do some level design. I didn’t get as far into the level as I’d intended, mostly because I spent a lot of time sucking art tips out of Nikko’s head, but I’m happy with how it’s coming along.

In this week’s demo, I did something a little different and left the Monsta Builder out of the build. Instead, the demo launches right into the level I’ve been working on, without any enemies. It’s a park, and there are trees, a bird, and a squirrel, and other cool stuff. Explore and enjoy. I’ll probably finish blocking this thing out on Monday or Tuesday.

CLICK HERE FOR THE DEMO

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Monsta Punch! Weekly Update: On Resurgence

Every Friday afternoon, I post a build of Monsta Punch! for you to try out. I do this so you can see what it looks like for a game by a newbie developer to go from bare bones to finished product. This is a complete build of everything the game is as of today.

It is not lost on me that I went two months without getting any work done right after saying I had pulled out of a big funk. Depression is not easy to live with, friends.

I finally returned to work this week. I have some ambitious plans in store, but for this week, I took it slow and just worked on some bugs and a big refactor/breakup of the main player class I’ve been putting off.

In this week’s demo, the bug from the last build that kept the powers you chose from showing up when you got to the main game is gone. I also added a smoke poof when enemies spawn because yay.

CLICK HERE FOR THE DEMO

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