Showing posts with label foliage. Show all posts
Showing posts with label foliage. Show all posts

Thursday, June 7, 2018

Started to try Crafting

I made the mango tree bigger - it was too tiny.


 I also figured out why the marker is offset - because I made it offset on the y-axis. Haha. Because if it's not it sinks into the floor. I'll try to think of other solutions, but for now I will leave it be.

Here is dragging items around working! You can now drag items to wherever you want and they'll stay there, even to different tabs:


And I have started to work on how I will do crafting. I've tacked an additional menu onto the Item Editor for "Crafting Stations," where I will add all the crafting stations and what items you can craft there. It's pretty rudimentary right now. I'm not a pro at WPF, so I just mess around until I get something good enough to work. And it works. It exports an XML file of crafting stations, their IDs, and what they can craft.


Sunday, June 3, 2018

Mangoes!

Made a mango tree. :) Mangoes are delicious.




The target marker is back in business. It's a bit offset. I'll figure that out later.

I've also got the clover to work. I think it is pretty nice. Now that we're in 3D space, the clover is in the same perspective as the ground. Clover mayhem (I was testing all the different patches out.)


View in Unity:


Friday, July 28, 2017

Trees!

Hehehe, trees!

Inspired by maples, downy birch, and silver birch.


Future tree types: oak, elm, magnolia, and dogwood

Tuesday, July 25, 2017

So many things.

I like to do things in spurts. So here's some things that have been done lately:

Animations and particle effects! Also notice that little location marker the pony walks to? It's a small thing that needs a bit more work, but... razzle-dazzle.



And transparency when going behind large objects. And some regular trees! And an iron fence. And Stella' cottage!


I figured transparency would be pretty important with a game with a perspective like this. Everything being flat, and with some objects being tall and big, it would be pretty annoying to have your character hidden behind these things. It'd also result in wider level-design, as without transparency you wouldn't be able to see anything behind large objects, so there'd be no use placing objects behind one another.

Some things I'd like to progress on:
  •  Interiors, specifically Stella's, since she has story and character, which would make it more interesting to work on. However, with multiple scenes I would need to work on...
  • Scene/game managers. Currently I just have this once messy scene that I test everything in. In order to make new scenes right now, I'd need to copy and paste the player and camera into each scene. I should probably make a script that spawns my character automatically in every scene where I want characters to spawn.
  • The town of Merryville, where Stella lives. Town name's semi-undecided. Laying out a whole map of what the town looks like would be a good idea, to properly gauge size and playability. This game isn't going to be fast-paced, it's meant to be a chill, fun, pony-filled land. A Ponyland, you could say. But because the ponies move at a rather leisurely pace, I want to make sure the maps are condensed and interesting no matter where you are. I'd rather avoid vast, empty maps. 
  • Inventory system would be a great first piece of interface work. But alas, with inventories come XML files and thinking about how things are going to communicate with servers and bleh. Maybe a cute saddlebag inventory icon could be enough to work on for now.

Wednesday, July 5, 2017

Messing with particles, clovers, and characters.

Alright, so I know I said the shader wasn't made (I'm currently borrowing one my friend made) and I didn't want to show the pony yet, but I made my first particle effect - some falling leaves when you knock on a tree! Seriously, the tree shakes look better in game than in these GIFs.


Check out that clover. :) There's pink clovers, white clovers, three-leafed clovers, and four-leafed clovers.

Some work needs to be done to the particle effect - mainly I need to figure out how to apply them to each individual tree in a nice matter. Right now it's just on this tree, and messes up otherwise.

Here's an upcoming work-in-progress house for a special character, Stella Portabella. She's a bewitchingly sweet pony who is always happy to help those in need:


And while you're here, it might be interesting to see some of the old pony concepts:



My very original plan was to have sprites for walking forwards, sideways, and diagonally. Then I realized that would be a lot of work, coding and art-wise... So I decided that three-quarters view looks the best and I'll just use that for all movements. 

I tried to make a pony that's sweet and chubby, but doesn't stray too far from a real pony. Turns out that's a bit hard to do. Cute things don't usually have long, big noses.

I was heavily inspired by Nicole Gauss's original character designs for My Little Pony: Friendship is Magic. Her art is whimsical. 

The next things I feel like working on are finishing up Stella Portabella's cottage, and maybe adding some pathways and more trees. After that, I think I should get an inventory interface up and running - one where you can see item icons and descriptions, and items can be dropped from the inventory.

Tuesday, July 4, 2017

Updated fruit drops and a mouse cursor.

Lookie here!


Do you see it? The fruits now bounce! I think it's so fun.

The tree also jiggles when you hit it. It's better in the game than in the GIF.

Also see the fancy new mouse cursor? Yes, it turns golden when you can interact with something, and is otherwise purple. The mouse draws a bit of inspiration from "My Little Pony: Friendship Gardens," which was a game I spent much of my childhood playing.

The 3D model is hidden in this GIF, it isn't ready to show just yet.

I'm also in the process of adding clover patches. :-)

To do list:
  • Work on the inventory.
    I actually made a bit of progress with this. The inventory has a certain amount of slots, and now it doesn't let you pick up more items than your inventory can hold. And items don't get destroyed even if you don't have the space, hahahaha. Yeah, that was a thing...
  • Work on adding the walk animation.
    I do have a walk animation, I just need to put it in and make it work. That'd be very nice to see. Animation is life. But I'd need to fix some things about the pony model, namely the eyes and adding some blink controllers. 
  • Shader, seriously.
    Seriously, shader. But that's very hard to me, so I'm scared of it.
  • More art. If all else fails, art is my backup. I'm thinking of adding more trees - birch, oak, maple. And also some pathways, like dirt and cobblestone.

Friday, September 9, 2016

Dropping fruits and shrubbery!

Exciting changes.

Trees now drop their fruits! And you can pick up the fruits!

The yellow and green pears have formed a powerful alliance in the form of the yellow-green pear.


Some bushes have been made! These include the Hydrangea and Rose of Sharon bushes. And you can pick up the flowers too. :-)


Eventually, I'd like it so that you can only pick flowers if you have pruning shears. Or maybe pruning shears give you a better flower. Something like that.

More for the to-do list:
  • Don't move the pony if you're clicking on a trigger
  • Don't activate triggers unless you're close to them
  • Storing data, like fruits and flowers collected, for an inventory system
  • Lock the camera to the pony
  • Terrain! More bushes, more flowers, grass, and more

Saturday, September 3, 2016

Fruit trees

I love fruits and fruit trees.

They're the first things I wanted to work on. Who doesn't love fruits?

So far there are apple, pear, and pomegranate trees. Pomegranates are my favorite fruit, possibly food, ever.


I've made it so that fruits randomly generate, based on some predefined spots. There's twenty possible spots for a fruit on each tree, and a 25% chance that they'll spawn in a spot.


I've gotten triggers for the trunks to work, so hopefully the next thing will be getting fruits to drop so you can pick them up.

This blog came a bit late, there was lots of stuff that had been done (well, lots to me, at least) that were pretty breakthrough-ish (well, breakthrough to me, at least.) I'm not an advanced programmer, so I'm getting quite a bit of help. But it's always a eureka moment when sometimes finally starts to work properly.

Those eureka moments included:
  • Getting the pony to move to a clicked point
  • Getting the pony to move while you're holding and dragging the mouse
  • Getting the pony to switch directions depending on which way you're going
  • Getting things to layer properly behind and in front of each other
  • Watching the pony walk behind and in front of trees
  • Getting the fruits to spawn randomly, and in front of the trees
  • Having the tree trunks respond to being clicked on
 There will definitely be many more eureka moments.

Here are some things I hope to get working soon:
  • Trees drop fruit when hit, and later on their specific tree fruit
  • You can pick up fruits
  • Don't move the pony if you're hitting a trigger
  • Don't activate a trigger unless you're close to it
  • Possibly start working on storing data, like fruits picked up, for an inventory system
  • Locking the camera to the pony (right now it's stationary)
  • Terrain! Bushes, flowers, grass, and more