Jet Pack

Right now I’m making a quick Space Invider like gameplay. The idea is just to have some more variety. I made this basic jet pack with no ref under Blender. It was quite fast. Then I did a pretty basic idle animation for the rabbit and attached the whole thing together. The FX is the…

Rabbit Rescue

One of the goals in each level will be to find 3 hidden cages and free the little rabbits there. I hear you saying I played Rayman too much. True enough ! Note that I plan to have more textures for the regular NPC. But here I’m still using the only one I have so…

Exploding barrels

Everything is in the title ! I just implemented an exploding barrel ! It was pretty fast to do and I think the reusability potential is high ! I do have some gameplay ideas involving those. I can’t wait ! Note that the damages count on the player at the end of the record here…

Armored Heavies

Of course, I put some armors on the heavy gunner and charger. The idea is the same as other enemies wearing armors : the gun has no effect till the armor is broken. Here I tried to handle both of them at the same time. Well, that’s a pretty tough challenge ! At some point…

Heavy Gunner

Here comes the second “Heavy cat”. That’s the gunner. It’s simply a gunner cat with heavy damages in close combat and shooting 1 to 10 bullets in a row. Once the ten bullets sequence is over, the heavy gunner will have to reload. That’s the moment when he can be easily damaged ! I think…

Combo sequence fixed !

I’m now referring to the moment the player has to draw specific shapes to trigger the super attack as “combo sequence”. I just fixed most of the recognition issues I had. It’s now working pretty smoothly. I did a bit of styling. I hope it’s still easy to read. But I don’t want to make…

Super Attacks v2

I changed the way to trigger super attacks. Before you had just to collect red orbs to fill your super gauge and then press the button. I liked the fact it was pretty casual that way. but I didn’t like the button placement. It took way too much space and I didn’t feel like a…

Door

I updated the door logic and put a proper texture. I didn’t paint this. As I said in an old post, I’m trying to mainly focus on modeling the characters. Most of the other assets (beside the crates, few weapons and the spawning capsule) are from free or paid packs. This one is a free…

Stunning the charger

As I said in my previous post the charger is meant to be stunned when hitting a wall. Check this gif for a demo. I changed the standing up transition to make it less fast. It’s way smoother right now. I really like this mini boss !! A friend of mine suggested that I should…

Heavy Charger

The Heavy Charger Cat is done ! It’s a stupid big cat rushing on you and killing his friends by accident in the process. Check the gif in the previous post for a good example. I feel more and more confortable with Blender. Even if I know I’m doing bad quality animation because I’m not focusing…

Game Over

Yeah.. The death was both cheap and not really convenient when doing testing. Truth is it was not possible to restart the scene after dying. I had to restart the game. No kidding. I was way to focused on features and even sacrificing my own testing confort. Haha. So it’s fixed now. When you die…

Heavy Cat mesh

I’m introducing a last basic enemy class : The Heavy Cat. You can probably tell I didn’t invest much in the modelling here. I’m convinced it’s not worth spending time on that for such a little game 🙂 Here I’m not only recycling the default cat mesh but also its rigging so that all animations…