No, you're right. Sometimes I forget that just because something happens after an apocalypse doesn't make it post-apocalypse the genre. Which confuses my too-literal brain, but that's nothing new. ;D
I'll think about what to change the descriptor to. Another component I'd like to (eventually) add in is scavenging from the cities before everything is ruined-- reclaiming books, art, instruments, tools, tech, so it's not quite starting over fresh... hmm.
I picked LPC in part because of the sheer amount of assets (it's going to be sandbox-y) and partly because the game's not going to come across as classic post-apocalypse... certainly not right away. I imagine it as being similar to cheery-until-you-listen-to-the-lyrics music? It's going to tell a rather macabre story as time goes on, and the resemblance to classic RPGs seemed perfect in my mind.
The idea is that a steampunk doomsday device went off, and that was it. Game over, bye-bye humans. So no grungy gangs scrapping by, no radiation poisoning ruining the environment. It's going to be pretty and overgrown, with plenty of ruins... with lots of bleached bones in formerly populated places. ... What hasn't been cleaned up by leftover science experiments and aliens, anyway.
So these are spaced out more than the original proposal, with consideration for major holidays. We also got hung up on banners last time, which seems silly on one hand, but on the other does make sense. 'Game Jam' is a pretty vague topic. I'd rather have a banner to decorate the front page specific to each jam so we don't get used to it, and we'd have a topic / theme to pick from?
Speaking of themes / genres-- would picking both at random be acceptible? I'd prefer it, I think. "Make a game in two weeks" is huge and overwhelming. "Genre: platformer; Theme: ghosts!" is way easier?
Plus, some weeks / months are probably better than others for some people? I was sad to miss some of the other challenges, but with my medical issues I just couldn't do it. I'd agree with bumps, though, at the very least.
At least, the important things, like selection, changing options based on the body, changing the color options based on the clothing style, jogging back and forth from the body to the clothing menu.
Just a few more things to wrap up before the initial release into the public! Animations, rendering the animation sheet, warnings for missing animations, some UI stuff... oh, and importing all the clothes options, which is my next task. :)
"Alright, which of you smart asses invited the Thalmor?"
---
Ears are in for all skin colors / animations! Run and idle cycle is in for women of all skin tones!
The addition of run and idle animation support was a lot of work. I expected it to be, but the three ear types still took me over a day of plunking with it to get everything in and looking good, and I can't do that kind of meticulous work for long periods of time.
Thus, I've made the decision that while I'm still going to support the run and idle sets, I'm going to go ahead and build the character creator before I get everything. Which means clothes will disappear on run, hair will disappear on run and the head-turn part of my idle, among other things.
I'm going to program in a warning system when hair / clothes are selected that don't have all animations present, and I'm going to add in a way to volunteer to help out fill in the gaps. LPC was a community-driven project; perhaps some of the CC artists who still love the set might add in what they can, when they have time?
Otherwise, I'll make my way slowly adding things through myself.
No, you're right. Sometimes I forget that just because something happens after an apocalypse doesn't make it post-apocalypse the genre. Which confuses my too-literal brain, but that's nothing new. ;D
I'll think about what to change the descriptor to. Another component I'd like to (eventually) add in is scavenging from the cities before everything is ruined-- reclaiming books, art, instruments, tools, tech, so it's not quite starting over fresh... hmm.
Anyway, thanks for the suggestions!
Thank you!
I picked LPC in part because of the sheer amount of assets (it's going to be sandbox-y) and partly because the game's not going to come across as classic post-apocalypse... certainly not right away. I imagine it as being similar to cheery-until-you-listen-to-the-lyrics music? It's going to tell a rather macabre story as time goes on, and the resemblance to classic RPGs seemed perfect in my mind.
The idea is that a steampunk doomsday device went off, and that was it. Game over, bye-bye humans. So no grungy gangs scrapping by, no radiation poisoning ruining the environment. It's going to be pretty and overgrown, with plenty of ruins... with lots of bleached bones in formerly populated places. ... What hasn't been cleaned up by leftover science experiments and aliens, anyway.
... Though maybe I should bill it differently.
Animations are in!
I still need to get clothing options in for my idle / run, plus more than the one hair style, but so far I'm very pleased. :D Take a look!
So, schedules-- I went back and looked over the PreciousRoy game jam proposal thread, which suggested we alternate jams and challenges?
Jam: 2 weeks coding, 1 week judging, 1 week break
Challenge: 4 weeks coding, 3 weeks judging, 1 week break
So... here's how we could schedule it.
Summer Challenge
Holloween Jam
Winter Challenge
So these are spaced out more than the original proposal, with consideration for major holidays. We also got hung up on banners last time, which seems silly on one hand, but on the other does make sense. 'Game Jam' is a pretty vague topic. I'd rather have a banner to decorate the front page specific to each jam so we don't get used to it, and we'd have a topic / theme to pick from?
Speaking of themes / genres-- would picking both at random be acceptible? I'd prefer it, I think. "Make a game in two weeks" is huge and overwhelming. "Genre: platformer; Theme: ghosts!" is way easier?
I'd be up for it, whoever wants to run it. :) Count me in! ... Can't promise I'll make anything good, but... yes. :D
Plus, some weeks / months are probably better than others for some people? I was sad to miss some of the other challenges, but with my medical issues I just couldn't do it. I'd agree with bumps, though, at the very least.
Mine is in! Basalt columns, in cliff face, floor, and cavern, with two cavern entrances.
Clothing Finished!
At least, the important things, like selection, changing options based on the body, changing the color options based on the clothing style, jogging back and forth from the body to the clothing menu.
Just a few more things to wrap up before the initial release into the public! Animations, rendering the animation sheet, warnings for missing animations, some UI stuff... oh, and importing all the clothes options, which is my next task. :)
Stay tuned!
:cracks knuckles: This sounds great! So many options... I'm in! :D
"Alright, which of you smart asses invited the Thalmor?"
---
Ears are in for all skin colors / animations! Run and idle cycle is in for women of all skin tones!
The addition of run and idle animation support was a lot of work. I expected it to be, but the three ear types still took me over a day of plunking with it to get everything in and looking good, and I can't do that kind of meticulous work for long periods of time.
Thus, I've made the decision that while I'm still going to support the run and idle sets, I'm going to go ahead and build the character creator before I get everything. Which means clothes will disappear on run, hair will disappear on run and the head-turn part of my idle, among other things.
I'm going to program in a warning system when hair / clothes are selected that don't have all animations present, and I'm going to add in a way to volunteer to help out fill in the gaps. LPC was a community-driven project; perhaps some of the CC artists who still love the set might add in what they can, when they have time?
Otherwise, I'll make my way slowly adding things through myself.
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