I have added more original dialogue to the game, replacing the default text that was provided with the RPG starter kit. Some of the dialogue was provided by Sara who initially came up with the plot.
zlsinger-GDD211
Sunday, May 11, 2014
Final Updates to the RPG
In the last few weeks of the semester, I worked on adding as much content as possible to our RPG "Tigerblade Origins." With the help of Bryan and Rahee, we designed two towns, and four dungeons.
The screenshots below are of the dungeons I designed.
The Forest of No Return
Basement Dungeon (Dungeon 3)
The final dungeon (Which consisted of multiple scenes)
Bryan assisted with the final dungeon by adding the final boss fight in the last screenshot. Bryan also help with the design of The Forest of No Return
I also added two new scripts to the game.
Attaching the button script to an object, makes it so when the player hits that object with the sword or with a shot from the want, a game object referenced by the script disappears. This was added for puzzles that require the player to look for buttons to press and how to press them. (Using projectiles or the sword.)
I added another script that will destroy certain objects when the object it's attached to is hit with a stronger sword. This is so the player would have to first retrieve a stronger weapon before accessing the final dungeon.
For the previous script, the stronger sword the player has to retrieve is the Tiger Blade. I added this weapon to the inventory and made the sprite. Bryan did the scripting necessary to make it so the player can obtain the sword after opening a treasure chest.
The screenshots below are of the dungeons I designed.
The Forest of No Return
Basement Dungeon (Dungeon 3)
The final dungeon (Which consisted of multiple scenes)
Bryan assisted with the final dungeon by adding the final boss fight in the last screenshot. Bryan also help with the design of The Forest of No Return
I also added two new scripts to the game.
Attaching the button script to an object, makes it so when the player hits that object with the sword or with a shot from the want, a game object referenced by the script disappears. This was added for puzzles that require the player to look for buttons to press and how to press them. (Using projectiles or the sword.)
I added another script that will destroy certain objects when the object it's attached to is hit with a stronger sword. This is so the player would have to first retrieve a stronger weapon before accessing the final dungeon.
For the previous script, the stronger sword the player has to retrieve is the Tiger Blade. I added this weapon to the inventory and made the sprite. Bryan did the scripting necessary to make it so the player can obtain the sword after opening a treasure chest.
Tuesday, April 1, 2014
Adding first boss room, improving hitbox, and changing title screen
I've begun working on the first boss, which is the boneshark. I've made the layout for the boss room and added the sprite.
I've also made the hitbox of the sword larger to make combat less frustrating.
And I've made the titlescreen a picture of the overworld map with our working title. "Tigerblade Origins."
I've also made the hitbox of the sword larger to make combat less frustrating.
And I've made the titlescreen a picture of the overworld map with our working title. "Tigerblade Origins."
Saturday, March 29, 2014
Adding dungeons
This week I haven't been given too much work to do other than creating the actual layout for the game. I've been working more on making the town and overworld look and feel more complete.
Bryan made the layout for the first dungeon so I added that. (First image)
I also made a second dungeon/wilderness area with some more enemies which you can access on the first island. (Second image)
And I put everything I added on the Google Drive.
Bryan made the layout for the first dungeon so I added that. (First image)
I also made a second dungeon/wilderness area with some more enemies which you can access on the first island. (Second image)
And I put everything I added on the Google Drive.
Wednesday, March 19, 2014
Creating the overworld
I created the scene for the overworld, in which the player will be controlling a boat to move from island to island. I have also added a script that makes the boat sprite follow the player. (For now, the boat sprite is a white block.)
Making the starting area
I had worked on created the layout of the player's hometown in Unity. Below is a screenshot of the finalized layout. All that's left is to apply our textures.
Monday, March 3, 2014
Stealth system
Bryan and I have been working on adding a stealth system to our game. We accomplished this by giving enemy NPCs four game objects that are children of the NPC. If the NPC is facing the direction of the object, it will be made active, and the other three inactive. If the player collides with one of these active objects, they will be caught and sent to another scene.
Bryan modified the NPCbehavior script by adding four variables that are the directions the NPC can face.
We encountered a glitch where sometimes the player freezes after being caught and can no longer move. We plan to fix that this week.
Bryan modified the NPCbehavior script by adding four variables that are the directions the NPC can face.
We encountered a glitch where sometimes the player freezes after being caught and can no longer move. We plan to fix that this week.
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