indie developer

Working on a multiplayer arena

Now that the game is up on Steam and itch.io and I've had some time off from dev-crunch-mode, I'm adding in a feature that was always on the back burner: a multiplayer arena. The game's controls will (I think) lend themselves to a very engaging multiplayer experience. The dynamics in place (shoot, chop, 'nade, eat, vomit) generally lead to chaos in singleplayer mode, with explosions launching body parts, fire spreading around, and at times emergent gameplay that still makes me laugh. Thus, I feel that creating a local multiplayer mode will lead to an even higher degree of chaos and hilarity. 

What the arena currently looks like... soon to be other characters rather than 3 Reginalds.

What the arena currently looks like... soon to be other characters rather than 3 Reginalds.

I've been working on replacing the player's scripts with arena specific scripts, and moving all of the player's data onto the player (the initial Unity tutorials I used hooked up player health, ammo etc., on the HUD elements, strangely...). I've also had to modify some scripts like "edible" and "flammable" to add language to address arena player objects. This way I don't need to create all new enemies, edible items, etc. just for the arena. I keep returning to the singleplayer game to make sure I haven't broken anything! 

I've almost finished refactoring the needed code, and the next big step is abstracting out the controls. Ideally, when I am done I'll be able to enter button strings on each character that correspond to whichever controls I wish to assign. 

Once the arena character object is complete, I'll be able to duplicate it and start working on a few additional character models. Naturally I'll be using characters from the game, but I'll need to expand their tile sets for all the player's animations. Here are all of Reginald's various animation frames:

"Eating" is probably my favorite animation

"Eating" is probably my favorite animation

On top of all of this, I'll be creating an arena menu screen that will allow players to choose the level, their characters, perhaps game mode (coin hunt, deathmatch, co-op coin hunt, etc.), enemy spawn rate, and item spawn rate. Putting that all together will involve some new concepts structurally that I have not tackled before, so it will be learning process (which for me is a driver, creatively). 

As soon as I had death, respawn and basic controls in I couldn't help but create a pile of Reginald corpses!

I'm pretty psyched to actually get multiple players into the arena

I'm pretty psyched to actually get multiple players into the arena

I'll keep posting updates as the arena comes together! Once I have the overarching menu and settings complete I'll be well on my way and likely update Steam and itch.io with a "beta" arena. The most satisfying process creatively, I think, will be adding levels, new items, characters, etc., so I'm working to get past all of this initial assembly (which is still quite fun!). 

And now, Reginald gets proper freaked when he chops his own doppleganger to death:

One must have a strong stomach when one watches oneself bleed out

One must have a strong stomach when one watches oneself bleed out

Trailers are almost done!

I've been editing a bunch of game footage down into short, narrative trailers, and I enlisted the help of my friend Ian (actor/voice actor) to record some narration tracks. 

IanDoesVoiceWork.jpg

It was great to hear the scripts emerge through his voice work... now to finish editing the trailers! These are the last elements remaining before I can make the Steam Coming Soon page public, which will hopefully be within a week or so. 

Traversing via corpse-piles

While spikes pose the classic game hazard to Reginald, his corpses remain after being impaled. In this way he can move forward by subjecting himself to multiple reincarnations. 

Reg can also vomit on spikes to cover them for about 10 seconds, which is generally faster. I hope to create a level where food is scarce, and Reginald's only way forward is to repeatedly sacrifice himself. 

I'm viewing lives not so much in the traditional sense, but more as "reincarnation stones", as having the ability to leave a corpse anywhere (and by extension, death) should be viewed as a positive characteristic and managed accordingly. 

 

Aseprite: NPC Character Sheet

Getting the basic animations down for a new character, in this case a molotov cocktail throwing punk.

Getting the basic animations down for a new character, in this case a molotov cocktail throwing punk.

I'm using Aseprite for all my pixel art creation, which a relatively simple tool yet gets me what I need for the game's purposes. These are the basic animation frames for my humanoid characters: idle, walking, puking, attacking, and then the gib chunks. 

I've got fire implemented in the game which spreads dynamically, and this is will be the first enemy to implement it with their attack.