Day 12:
Planned to work on the lobby... ended up diving into multiplayer instead ๐
Turns out the lobby is a great starting point!
#gamedev#indiedev#unity3d
Day 11:
Started working on support for multiple characters. I am trying to have another character ready tomorrow so I can test the character selection.
#IndieDev#GameDev#Unity3D
Day 10:
Added cooldowns, two new abilities for the swordsman and a bare bones HUD! Used a simple CooldownTracker to keep it clean + scalable for future characters. Next up: adding support for more playable characters.
#IndieDev#GameDev#Unity3D
Day 9:
Started working on abilities!
Finished implementing a utility blink skill, and added a VFX
Also cleaned up my state machine so all characters can plug in their unique spells.
Next up: temporary HUD and character abilities
#IndieDev#GameDev#Unity3D
@EreekDev Today I will start on making an ability system. the game loop isn't really something I can show through gifs :P. I have a couple of abilities I want to make so still thinking about what to make first. Will try to show as soon as I can!
Day 8:
Finished the core game loop! ๐
You can now win, lose, and restart. Itโs finally playable.
Seekers have 30 minutes to find the hiders, who get 3 lives.
Still barebones, but progress is progress! ๐
#IndieDev#GameDev#Unity3D
Day 6: Added health regeneration, separated functionality, and started mocking up multiplayer code. Next up: building a bot seeker to move forward with the game loop.
Sadly, no screenshot today.
#GameDev#Unity#IndieDev
Day 5:
Added a fog of war system today! ๐ซฃ
Next up: transforming this singleplayer project into multiplayer. That means splitting instantiation, dividing client/server logic, and setting up RPC calls.
Wish me luck ๐ #gamedev#unity#indiedev
Day 4:
Added neutral camps
Giving players more to do than just hiding or seeking staying true to the "hide & seek MOBA" idea.
Resource control and risk-reward are core to MOBAs, and I want to capture that feeling.
#indiedev#unity3d#gamedev
Day 3:
Added a health bar and cleaned up my entity logic. Base entities now only hold shared behavior, with movement and combat handled in child classes. Feels good to untangle things. cleaner code, cleaner mind. #gamedev#indiedev#unity3d
Day 2: Bushes now fade around the player, and the player turns transparent when hiding inside. I had little experience with shaders going into this, but Shader Graph came in clutch.
Starting to feel like stealth.
#gamedev#indiedev#unity3d
Day 1: Starting my dream project: a multiplayer hide-and-seek game inspired by League of Legends. No idea where this will go, but Iโm giving it a shot. Hereโs to small steps and big dreams. #gamedev#indiedev