A systems prototype was released in July of 2016, followed by serveral public demo iterations, and another demo and promo trailer is expected for March 2018. The project is being developed in the Unity Engine, in a custom framework built in C#, and features its own custom development tools and level editors which allow us to manage environmental art and level design scripting in one package. Hazelnut Bastille started as a prototyping project in April of 2016, and has been in full time development ever since. Mark Harbaugh - Code Prototyping, Scripting and design Dennis Varvaro - art, design, writing, community media and marketing Shannon Mason (Pongball) - Composer Hiroki Kikuta - Composer Development Hazelnut Bastille is a Zelda-inspired, topdown 2D adventure game with metroidvania elements. Linux OS: Debian Base Processor: Core 2 Duo e7200 Memory: 1 GB RAM Graphics: Integrated Storage: 16 GB available space Mac OSX OS: OSX Processor: Intel Xeon W3540 Memory: 1 GB RAM Graphics: Integrated Storage: 16 GB available space The Archer - Daily Devlog: : OS: Windows XP Processor: Core 2 Duo e7200 Memory: 1 GB RAM Graphics: Integrated DirectX: Version 11 Storage: 16 GB available space You can check the links below for more information about the game. Also added in a script from the internet, instance_nth_nearest. Added preliminary lightning arrows, which track the three nearest enemies.Added some preliminary acid cloud effects, no collision yet though. Hazelnut Bastille is a title being developed in the Unity engine for PC, Mac, and Linux, for a little over a year now.Added some more debug drawing to player and enemies.Switched sound dll from SG Audio to supersound.Played around with some cloth physics, and the new sound dll working.Added a map room with a placeholder map.Added more debug drawing and separated explosions into 3 different sizes.Added arrow impaling to all characters (player, advanced enemies, and mounts).Redid arrow movement so that I can compensate for the player's velocity.Done for now, but will add more as I need to. Added buttons to the debug mode for hiding tile layers and opening debug console.Added a bunch of debug drawing functionality for enemy ai and blocks.Started collecting massive amount of inspiration and reference material, something I've been slacking on.Made a couple of mockups for the next parts of the game I want to work on.Started working on clothing for the template.Started working on a template for human characters.Made a depth list to keep track of what objects need to be drawn in what order.Did some work on enemy animation and ai.Did some reformatting on the website, and got a big chunk of the art done.Juegos Acción Windows Licencia: Todas Rubi: The Wayward Mira 4. Los jugadores guiarán a una heroína en la búsqueda de una preciada posesión perdida tras su llegada a un nuevo mundo. Added a movement behaviour for castle crasher style pets. Hazelnut Bastille es un juego de aventuras muy similar al Zelda desarrollado para ordenadores por Aloft Studio.Made some more progress on the website.They will be able to have different clothing and weapons. ![]()
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