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Doggos

29/1/2017

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These last two weeks have been really good. I managed to make a ton of progress on the back-end, as well as on the graphical side. The biggest addition is the ability to switch dogs on your team, each of which has it's own sprite set, speed, agility, and leadership stat. 

On the visual level, I've finally worked out a quick and scale-able solution to visually representing the dogs while running. Here's a quick demonstration 

First, the un-textured animation
Picture
... and then with the specialized overlays.
Picture
Using the overlays, I can give each dog it's own specific coat, and still have the freedom to modify the dog's animations if I so choose. 

I've also been putting a lot of work into making the game a little more user friendly and playable. One of the most frustrating was creating multiple screens for Cabins. After a stupid amount of work, I finally got it functioning like this...
Picture
So that's a thing that I got working. I also worked on a ton more stuff that's less visual or generally more boring, if you're curious about that you can look at this link, which'll take you to the exported change-log for the last lump of days.

This next week or so I'll be focusing on bolstering the cabins even more, adding in new dog interactions, adding more dogs, expanding the cabin inhabitant's interactions, and adding in more biomes.


Thanks,

Wyatt White 
not very good in big groups
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Changelog

17/1/2017

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During the winter break, I did my absolute best to work on BISC as much as possible, and I think I did pretty well. I managed to add a bunch of garbage to the game.

I fixed a bunch of issues with spawning obstacles and pickups, added a bunch of new random encounters, expanded the cabin system to allow for multiple screens, expanded the mechanical capabilities of random encounters, added a simple biome system, added mechanical implications of dog happiness, and like a whole ton more stuff.

Today's post isn't gonna be long, I really just wanted to keep up to date on what's up with BISC's development, so I'm attaching this last week's change-log right here (it's on Google Docs)

I do want to take moment to try and toss a little support to another member of Gamedev Twitter, Aur (@snoutup), who's trying his best to get a second game, Toaster Jam, onto steam. It's a great game and he's a talented guy and deserves your vote/follow. Check it out here.


Thanks,

Wyatt White
Finally crashed back down to earth
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    Dev Blog

    This is the other place I ramble about what I'm working on.
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