The Playcrafting Expo last week was a great success. There more more people in attendance than I have ever seen before. I got the chance to show off FL337 with some new features that have yet to be show to the public. It was a great opportunity to gain feedback from the local NYC indie scene. I have been hard at work implementing changed based on what I observed.
Today marks the end of a long and stressful week. I have been doing a good amount of work in order to have a great demo to show at Playcrafting next week. There will be all new boss mechanics to show and I made improvements to my enemy attack system to insure flawless hit detection. To lighten up the mood today I decided to get a little creative with my new enemy introductions.
Today we launched our trailer as well as our Steam Greenlight campaign. If you would like to check them both out just head over to greenlight page and you will get to see the trailer and some new unreleased screenshots. Be sure to vote for us!
I’ve been preparing our best build yet for Playcrafting NYC’s expo at the end of the month. The expo will be head at Microsoft in NYC the cost is only $8 and you get to play FL337 as well as 70+ games. Did I mention free pizza ?! If you want to come and play the latest build of FL337 make sure you buy a ticket. The expo is in less than two weeks. Playcrafting Expo Tickets
This was from October 20th 2014 the only other time we showed FL337 at Playcrafting.
Today I spent the day cleaning up and finalizing the status bars in the game. I did some work on the reload status bar and the experience bar making sure their values were indicated correctly. I also rewrote some code for the sprint bar and reload bar to make sure they were replenishing smoothly and consistently. The sprint bar is now only visible when in use or recharging and the lower health indication is much more prominent.
There was an issue where the player would die but the healthbar still showed that you had a small amount of health left. The issue lied within how I configured the healthbar when unity first came out with the new UI tools in version 4.6. With some adjustment to anchor positioning on my fill image that is all taken care of.
Enemy AI adjustment
With all of the additions that I keep adding to the game the AI of the enemies has gotten more and more complex. Enemies initally were made to attack the player when you were within a certain distance. Now that I have made changes to the camera and added ranged attacks that isnt the best method. I am now using the unity function OnBecameVisible() to control the distance and speed of enemy attacks.
I just got back from E3 and I had a blast getting to show FL337 at the IndieCade booth. I also had the pleasure of meeting the members of the ID@Xbox team as well as many other devs that are apart of the program.Be sure to check out Rivals of Aether great game and awesome developer be sure to vote for it on Greenlight as well. E3 was amazing and I cant wait to go back next year!