Dream Keeper #2
For the reworking phase since the Feb 3rd, end of the jam for which this game competed, Sneky donne a rework on the Game Art by redoing animation on Blender, and I (AL) did it for the Game design, Level design, and programation.
We’ve decided to stop developement March 18th because the base idea (fighting, solo, etc...), was too plain, so we decide to enhance it a bit
This devlog will explain what we did since then.
It will be playable in HTML and Download for Windows
Game Design :
For this month I Search doc and other things on the Internet (no AI) to create the signalic page of the game (not created for the jam).
Once it done, I began creating what will be the 2C (Control et Character) of the game for the player and the ennemies, and i didn’t need to do the 3rd C (camera) since I already done this.
I did a scematic of the camera for me to think better of how the player will see our game.
Then, the Gameplay loop has been thought of for me see how the player will finish the game.
For the controls of the game only the left click of the mouse is needed.
Level Design :
This month I also created a level design (Macro / Moyen / Micro), just two out of three level of thinking as been done, Macro and Moyen.
Level Design Macro :
I’ve created in first time a very linear one that allow me to see all the scene that must be played.
Since it was first though as a “Boss Rush”, the level design has to be really simple.
Level Design Moyen :
here the level design is less simplistic as it is more schematic than linear (red arrow : player lost, green arrow : player won).
Programmation :
I also done lot of research for state machine and to implement it in our game. It is now a lot easier as there is also a game manager that has been added that was not in the jam iteration.
State Machine :
The state Machine will help prevent little graphical and some technical bugs.
The Player character will only play the idle animation until a button is pressed.
switch : It is with the state machine what will help the random attacks the enemy will do at the moment.
player :
It does not need a switch as it’s to the player to press the button to do an action.
The hurt animation is played only if the player recive damage done by the enemy it will be launch by the state machine.
enemies :
The enemies got a switch system that will permit them to “think” for the action to be played
The hurt animation is played only if the player has done damage to the enemy it will be launch by the state machine.
Game Manager :
switch : It is with the game manager, what will call changing states called “newstate”.
The Game Manager will call the different states and permit the turn based and the other scenes to work correctly (other enemies, game over, etc...).
Game Art :
Nothing has been change graphically, just the animations for the player and the enemies has been reworked
Player :
- idle
- hurt
- heal
- attacks
- Protec
Enemies: Everyone of them got
- idle
- hurt
- 3 attacks ( two weak + one strong)
Animate :
Player Idle :
Player Hurt :
Player Heal :
Player Attacks :
Player Protec :
Enemies Idle : (for reason of size retained on the images that can be imported, it will only be a simple image)
Enemies Hurt :

Enemies Attack 1 :
Enemies Attack 2 :
Enemies Attack 3 :
Files
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Dream Keeper
Status | In development |
Author | Philia's Snake |
Genre | Fighting |
Tags | 3D, Blender, No AI, Singleplayer, Unity |
More posts
- Dream Keeper #174 days ago
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