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:

And Spiffers:
I’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