Greedy Guns devlog #7 - creating a demo
After sorting out the tileset issues and promising to never do a tileset again we finally started doing what maters most; backgrounds!
Wait, that’s not right…
We wanted to start building a demo to show people and test out the key features, but it needs to look more than half done so finishing up the background paralax and and adding some environmental FX, even if just a couple, was mandatory.
Check it out in motion in this blurry excuse or a Vine —> https://vine.co/v/MKxqVxHIh7O
Or scroll down for some screenshots!
We started putting together a demo. It will consist of a few levels, enough to show/test the key features.
There are 4 steps to making a level. Well, 5 if you count deleting the level because in a frenzy you though it was crap.
- paper sketch
- making the level in tiled
- importing into unity and adding enemies
- test, make changes and test again. And again. And again…
@migrafael likes to use a brush pen and a bid Muji notepad. That way there’s no temptation of drawing and erasing until there’s something pretty or proportioned. It’s all about the concept. What enemies, where and how does the player reach his goal.
Next step is making the level in Tiled.
And then import the bloody thing into unity to add enemies. We’re are using 2dToolkit and it does have a tile editor but tiled is just so sweet with it’s auto-tiling features and all that.
The process is actually quite fun but our pcs can’t handle unity and video recording at the same time, so no live feeds… We will have gameplay soon footage since most of the game is already free of placeholder art.
Meanwhile check out some of the most recent screenshots.
And in SLOOOooooooOOOOOOOw Motion gif action!
How do you like it so far? Don’t forget to follow us on Facebook or Twitter and leave your comments! We need them to make this the best game we an make.