This week we had some good progress with the game’s shop system, and I did some creature planning and added a slime!
Late last week, after finishing the 7th enemy creature in its basic form, we decided it was time to form a more solid list of the enemy types for the game. I started by creating a list of all the enemies I’d imagined or planned on using for this project, and then considered which could be eliminated, combined, or represented by a single base model with different colors or details. (Palette-swaps and accessorizing can make a relatively small number of unique enemy models go a long way, and since we have a very small team and limited available time, we’ve looked at ways to creatively reuse creature models, or elements of them.)
It’s come down to a list of just 12 models to make and animate, at least for our first pass; but with some scale adjustments, palette swaps, behavior/equipment variations, and changes to meshes for some, we should be able to eke out enough unique enemies to at least populate the various zones in the game. Details will surely change as time goes on, but it’s good to have at least the base list of “if nothing else gets done in terms of enemy models, we’ll still have enough players to cast all our roles.”
After that, I made the Slime enemy:

I also got the Bat into the game project.

Merrix, meanwhile, got some updates done on the player & how it interacts with the game’s state system. He also set up an entire shop interface and underlying system to trade a player’s gold for goods. (No big deal, right?!)
This prompted a discussion about UI and how we should go about designing it, and, well, that’s one of the things we’re figuring out this week. More on that next time!
That’s about it for this week. Thanks for tagging along. Have a great day!
-Peri