9/24 -10/17


I've  kept you guys in the dark for a little bit so let's see what has changed.

9/24/18

Added area to the light button and set it to layer 2. I noticed that the ray on the player was not set to detect areas so I set it to do so.

Added an add object function to make add objects to the game easier.

There was briefly a problem where the player was colliding with the button. I changed the button’s collision mask to fix it.

Set up the add object function to get the object added via getting the list of the object container’s children, getting the child count -1 then getting that child. Basically that will get the new object.

Set function  to position the child to the passed position with a default position of 0,0,0, it is also set to rotate child in deg with a default rotation of 0,0,0.

9/25/18

Added scale to add object function.

Adjust scale and position of light switch to be perfect.

Set up a timer to turn the lights from 0.8 to .1 after 60 seconds.  this caused some not

responding, first with the game, then with the editor.

When I restarted it worked like a charm.

Set up ray on player to check for collision when the player clicks.

Moved the meta from being placed by game area on the root of the light switch to the light switches area.

Player now checks the meta "ObjectType" existence and then value when clicking on the object.

When the light is clicked timer is started again. If the lights are out they are turned back on.

9/26/18

Now I think it is time to work on the monster. I started with it’s cute form. The body is essentially a bunch of spheres merged together. I then rigged it with a skeleton.

After that I worked on an idle animation

9/27/18

Worked a bit more on the idle animation

9/28/18-9/29/18

Slacking

9/30/18

Worked some more on the idle animation, it is currently 7 seconds in length. I’ll have to consider how often to fire it.

10/1/18

Began texturing the model rabbit

I used a brown gradient to white, and a white gradient to brown.

10/2/18

Figured out that godot seems to be able to handle only 1 texture effectively, so I’ll have to re-texture using 1 texture.

10/3/18

The bunny is finished, now on to the dark form. I am running somewhat low on time, i best hasten.

I started by making the basic shape from spheres and merging.

I then used the boolean to cut a chest cavity.

After that I began to shape it’s ribs from a cube

After that I made the intestines by extruding and rotating a cylinder. When it was done I made a mouth  and fangs.

10/4/18

I texturized the monster.

10/5/18

Slacking

10/6/18

Rigging monster model with bones and weight painting.

10/7/18

slacking

10/8/18

Finished weight painting

Made a walk and idle animation

Made monroot scene

Imported both forms of the rabbit model.

Created a script for monroot.

Added devlogger for moncode.

Noted for future reference to make some sort of target to identify what a player is looking at.

Area1 instances monroot, monroot instances rabbit monster and rabbit.

Added variables to indicate both the rabbit monster and rabbit.

Both creature forms were scaled down, and moved down as they were floating.

I modeled a floor and designed a texture for it.

I then began uv editing.

10/9/18

Continued uv editing

Imported floor model.

Note for the future I forgot to include a downward directional light.

10/10/18

Positioned rabbit and rabbit monster so feet touch floor.

10/11/18-10/15/18

Slacking

10/16/18

Positioned the rabbit and rabbit monster in the room.

Set the rabbit up with a timer to play it’s idle animation every 5 seconds.

Set the monster form of the rabbit to play the idle animation at the start and every 5 seconds.

Set monster form to become visible when light is off and hide rabbit form, otherwise unless it is hungry(value doesn’t change yet) rabbit form is visible and mon form is hidden.

Added else condition which makes the rabbit monster form show up when lights are on but feed level isn’t greater then zero.

Added white circle cursor as child of player camera to indicate where you are clicking at.

10/17/18

worked on making the monster attack but noted it wouldn't be done by jams end, so I commented it out. Will continue work later.

So for scripts they are in the usual place.The new ones are game area 1 6-23, light button script 1-2, masterscript 13, moncode 0-42, and player script 44-53. Moncode similarity between 0 and 42 is 0.145538. Playerscript similarity from 43-53 is 0.794789. Playerscript similarity from 0-53 is 0.115891.

Files

careEscapev0005aWinx32.zip 8.5 MB
Oct 18, 2018
careEscapev0005aWinx64.zip 9.6 MB
Oct 18, 2018

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