Animations, Tiro Town Completed, and UI implementations (Guardians of RPG v 1.02 update)


Hello everyone! This week was still busy for me, but as busy as the last, which I am thankful for. In this weekly post I have several updates for the game that I wish to share with you all in anticipation for version 0.02 of Guardians of RPG.

Animations

The previous version of the game had animations, but the previous implementation of this was really convoluted and hard to replicate, so animations were limited to NPCs who were in cut scenes, and a male player sprite (I didn't even add a female player sprite smh)

Process

This update is much different. Animations for male and female players are created, as well as most NPCs and even objects in the game. Not only that, scripts were added to game objects performing the animation to dynamically play animations based on the animation controller. Scripts were also added to distinguish the sex of the player and play the appropriate animation (male animation for male character and female for female character). These dynamic processes have made working with animations less tiresome and have enabled me to increase the amount of non static NPCs in the game.

Tiro Town Maps

I have officially finished everything I needed for all of the general maps regarding Tiro Town,  including the collision boxes, the signs,, lighting, and the NPCs for Chapter 1: 

  • Player House
  • Backyard
  • Tiro Town
  • House 1 Floor 1
  • House 1 Floor 2
  • House 2
  • House 3 Floor 1
  • House 3 Floor 2
  • House 4 Floor 1
  • House 4 Floor 2
  • House 5
  • House 6
  • Tiro Tavern
  • Chop Chop
  • Town Hall Floor 1
  • Town Hall Floor 2
  • Pirates Base Floor 1
  • Pirates Base Floor 2

After I recreate the cut scenes to update the chapter, I would be officially done with Chapter 1 and move on to creating Chapter 2

My Thoughts on Map Creation for Tiro Town

I really liked working on the maps for the Tiro Town chapter. It was a lengthy process, and at times felt really repetitive, but I think it was the little victories that got me through all of that. That's partially why working little by little and on one particular thing at a time is so important. For me, it felt better that I completed half of everything instead of half completing everything. I started off with the design of the maps,then I added the lighting for the maps, then I added the collision boxes and trigger boxes for the map, then I added the interact-able objects for the maps, and then I added quality of life changes and other tweaks to the map that made the game more playable and enjoyable once I added the player. This is a lot of things to do for all the maps listed above, and I still need to do the rest for Chapter 2, but those little victories got me through chapter 1, and that same dedication will get me through chapter 2 (then hopefully I never have to do any extensive changes for those maps ever again lol).

UI implementation

I have started creating the UI elements for the player settings. So far I have made settings for the player information and the inventory, but i am working on making more UI elements needed for the game.

Goals for next week

Before the next update, I want to work on finish making the other UI elements for the game (move-sets, quests, options, stores, and more) along with scripts that correspond with the UI elements.

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