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Monday, October 3, 2016

Blog 5: Tank Top Venus


I'm gonna start making these blog posts a little bit shorter from now on.

My submission to the Lewd Jam, Tank Top Venus, was released a few days ago. Play it here (NSFW warning) if you like. The game is unfinished and very glitchy, as usual, but I'm impressed with my first attempt at a 3D game. I'm positive the next one is gonna be 100x better.
Here's a speedrun of the game. It takes less than 3 minutes to complete.

Here are some sketches of the main character, I had uploaded these to my Tumblr account while I was working on the game. The clothes and body were finalized before the hair. From the start I had the idea to remove the enemy's clothing as the "lewd" theme, but before the main character was a succubus he was going to be some sort of love god. I chose to go with a female main character instead, entirely because I had the idea of having the main character's clothing also come off as a means of telling the player how much HP they had left.

The hardest part of making the game was programming something that didn't even end up in the final build. That is the ability to kick one enemy into another. The code is still in the game, and you can still do that, it's just that enemies won't be hurt from it. Essentially, the kicking move in the game first activates a large sphere collider to find an enemy, it's location based on your position and input. After it finds the first enemy, the camera creates a capsule cast in front of itself to find all enemies in view. After which, a ray chooses the enemies closest to the camera's reticle, and finally the kicked enemy is sent off towards it.

I need to plan out my ideas better. I wasted too much time on something I decided to not even use in the end. I didn't even know what kind of gameplay it would have until a few days after the Jam officially started. (I began working before the Jam start, which wasn't against the rules this time). The game's final boss was programmed within the last 3 days of the Jam. Even worse every single level, menu, and level asset was created on the very last day of the Jam.
It was a fun time, but more important is how much better my next project is going to be. To get the info on my new games when they're released, follow me on either Twitter or Itch.io.

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