mercredi 20 avril 2016

Chrono cards & enemy AI

I spent the last days programming "chrono cards" UI for Cape Bleue. It's a system of unlockable pages about the game's backstory (the 1000 years before the game's beginning, leading to the world you see in the game).

I also worked on enemy AI. Here is a GIF showing an enemy in motion, and the detection colliders attached, used to detect the type of ground he faces & take decisions. Sorry about the quite bad looping.


jeudi 7 avril 2016

Swim

I'm working on the swimming mode for Cape Bleue, with an oxygen bar, and its own move speed, animations, etc. Here is a screenshot of a quick test I just made:



I also redesigned some UI stuff, and added a "unlocks" panel in the inventory, showing each abilities unlocked by the player. Here is a screenshot:


That's all! Thanks for your support, and for following the development of Cape Bleue, on this blog or on Reddit.

jeudi 31 mars 2016

Real time map

I just finished programming a real time map for Cape Bleue. You can see it in action in this accelerated GIF (the map is on the upper right corner).

jeudi 24 mars 2016

What's new

Long time since the last blog update... but I didn't stop working on Cape Bleue. Here's what's new:

- A new design for the main character, with better colors. Because of this, I had to edit every animation (more than 300 frames...). It was a good opportunity to add a few new animations ("idle to run" transition, for example, or climbing) and rework some of the most important (like run, attack, etc.), so I did this.

Here you can see the sprite design evolution.






1 is the original sprite.
2 is a redesign in a mock up of Cape Bleue made by Mathias.
3 is a try I made to adapt Mathias' version in the current style & size of the game.
4 is the new version, taking some ideas from 2, adapted to the game's general graphic style.




Below you can see some of the new moves : double jump (salto) and strong attack.



- Secrets & hidden passages. A few pics to show the process in game:







- New tilesets & backgrounds.


- Enemy AI has been entirely redone, for a better enemy behavior, and making it easier to add new enemies later. Nothing to show about this, but it will be a huge enhancement in the development process.

mardi 19 janvier 2016

New UI and other nice things

 I worked on a lot of small different things lately. Here are a few screenshots showing the new stuff.

First, I drew a new UI (& put it in Unity). Still in progress, but I like it. The HP counter (left to the life bar) is useful, I should have make it sooner.



On this screenshot, a color corrected version of the new UI (brighter & less contrasted).


I also added some interiors. Here is the supermarket. 


I programmed a shadow effect, like in Street Fighter Zero/Alpha (during super attacks), or Castlevania Symphony of the Night

 



vendredi 18 décembre 2015

Mountains & caverns

I'm still working on new backgrounds.
Here are some screenshots showing the new mountain background, and a first try of mine level. Click for full size.



mercredi 2 décembre 2015

First screenshot of desert level

First test in Unity of a new level I'm working on. Still in progress.