New Project: Apocalypse Quest Recreation

Hi and welcome to the first blog in the development in my project to recreate Apocalypse Quest, I hope to do development updates on this blog at least ever fortnight depending on the amount of progress that I have made and if possible to do an update every week. I also plan to do video update which will happen every month.

Currently I’m in the planning stages of developing Apocalypse Quest which means creating story boards for it and planning out sprints for agile development. I have currently identified a number of primary areas to work on, these are:

  • Story/Environment
  • Player Controls
  • Party Controls
  • AI Controls (Party Members)
  • Multiplayer
  • Enemy AI

From these areas I have chosen to work on setting up basic Player controls as this will be the ground work for the other mechanics. For this week I am working on creating and setting up the controls to allow a player to control a character and the camera, this doesn’t include any models and will use the basic unity shapes.

Following the character controls, I will move onto creating the foundations for the party system which will allow the player to organise their party

Graviton: Weekly Update #2

Gravaton Gun

The player now has the power to create gravity wells them self, using the gun the player can change the polarity, strength and place the wells almost anywhere.
Before placing a gravity well the player is shown where the well will be placed and the area it will affect.

Objects

Added a 4 new objects: Player Button, Object Button, Dispenser and Doors.
Buttons can be activate to trigger other objects in the levels such as dispensers and doors. Player Buttons can only be activate by the player interacting with it and shows an icon when the player can click the button. Object Buttons can be activated by either another object such as a cube or the player standing on it.
Dispensers when activated will dispense a object, this object can be changed also when activate the dispenser will re-spawn the object at the dispensers position.
Doors are objects that have an open and close animation meaning that they can have other uses such as bridges.
The player is now show an grab icon when they can pick up an object.

Player Movement

I have redone the movement meaning that the player no longer slides around and the controls feel much nicer to use. The player can no longer jump whilst in the air if they fell off from a high point.

For next week I plan to have some basic models done and to improve on how the gravity wells behave.

Graviton: Weekly Update #1

So far, I have the player controls working however they slide around a bit so still need a bit of adjusting.

I also have both types of gravity wells working which can be toggled to change whether they attract or repel objects and the power at which they do. Currently each well is colour coded with blue for repel and red for attraction.

The player can also interact with objects allowing them to pick up and drop objects however they currently clip through the world when they are picked up so I plan on fixing this next week.

My plans for next week are to have the player be able to launch and control how the wells behave with a basic UI to control/indicate the mentioned feature. I also hope to have other intractable items in the world such as a door which is opened with the use of buttons and objects.