Hey there! I am happy to announce that I am working a lot faster than expected, and I have already completed the Milestone 1!
I decided to give the Villager, and the game assets in general, a low-poly look, without huge details, just the base mesh and some basic materials. Here is a brief summary of how has the Villager been made:
The 3D model has been made in Blender, using a basic low-poly humanoid mesh I found online, you can check it here. Adding details like the hat or the trousers later.
For the animations, Mixamo, which I highly recommend unless you know how to properly animate a humanoid. But, as with every external software, I spent some time polishing and debugging the animations, like fixing extrange offsets appearing when animations blend with each other.
About the rest of the features shown in the video, the were already implemented before the Villager. Here is a list of the currently implemented features as a recap:
Hex-tile procedural world generation, with forests and lakes.
Turn-based movement system
Building system prototype (In future, the villagers will be the ones responsible for the buildings).
A* pathfinding system for units, that avoid lakes and obstacles (currently only buildings).
UI prototype, displaying resource data and a Next Turn button that skips the turn.
That’s all for now, keep tuned for the next milestone, which will probably be announced next Monday!
The project has suffered some changes in the last few weeks, but long story short, now I’m on my own, which means that now I have to do serious commitments to be able to finish the game for the 30th of September and deliver it to the GDWC.
So I decided to make some milestones and commiting to finish them in a certain tight deadline!
Here it goes the first one:
Design, model and implement in unity the villager unit.
The villager needs a 3D model
The villager needs textures
The villager needs a rig
The unit needs to move in a turn-based system in Unity
And that’s it, the next milestone will most likely be about implementing a resource system, but that’ll be a bit later!
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After a couple of months of development, I have to announce that I’ll take a break on this game’s development, this is mainly because of the lack of time, but also because being my first “big” project I didn’t plan enough the game design, and ended up being a complete mess, and I would have to redo everything if I wanted to keep developing it.
It is important too to keep in mind that my goal is to make a living out of game development, and board games are not really popular, so I’ll try to focus my efforts in other project I have in mind.
Lastly, even if the game is not what it was meant to be, is playable and funny to play, so I decided to upload it so you can try it. The game is completely FREE, so give it a try and leave some feedback!
Hi buddies! This time I recorded a full game against the AI, I got really impressed about how well the AI is working, he almost won me!!
About the AI, is not a trained neuronal network AI, is just a rather simple algorithm I made for test purposes, but in the future I plan to implement a really cool newronal network based AI
When the attack animation takes too long to execute, the state machine changes turn twice, making one of the players to lose a turn. This should be rather easy to fix, happens because the code calls the change turn method when the piece finishes moving AND when the piece finishes the attack animation. I just have to delete one of these calls (probably the second).
Lightning animation, effects… is a complete mess, I know. I want to have a playable game and then I’ll start polishing the visuals.
Fixed a bug causing the dice box to move during gameplay. Guess this happened because of the physics behaviour of the box. Works this way: each time you or the opponent rolls the dice the game adds a random force to each dice (that’s an external force!!) which caused the bounces to move the box. Now the box resets its position after counting the dice (you have probably noticed that the dice bounced a little, that’s because of the reset).
Fixed the AI letting always a piece in the eighth square. Was pretty funny but he won’t do that anymore.
Whole bunch of other bugfixes/improvement….
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Today I started working in the visual aspect of the game. I began painting the board so it looks like the original. The base texture was made by Kronbits , you can find a bunch of free, quality textures on his itch.io post: https://kronbits.itch.io/matriax-free-cg-textures
I took his texture and painted over with Clip Studio, trying to imitate the original board. I’m not completely satisfied with the result, so I’ll probably paint the texture background with a colour that highlights the drawings, Hope you like it!!
Board Wars is a game about board games, in which you will have to defeat the Gods of ancient civilizations playing their own board games. Beat them and you will unlock them to play their games in single or multiplayer. Chose the difficulty and challenge yourself to the arcade mode!! Made for the lovers of classic board games, but also for those that never tried one because of the lack of exciting visuals.
Board Wars is a board game assortment, currently The Royal Game of Ur is in development (further information about the games below), but the game will also include when launched: Senet, Hnefatafl and Shogi. These four games represent the Sumerian, Egyptian, Norse and Japanese culture respectively. Each board game is designed according to its culture, giving the game an awesome look, and the feeling that you are actually doing what these games used to represent: War. You can try its different game modes. Get used to the different games, and learn the rules playing the History mode, improve your skills on Fast Games or Arcade and lastly challenge the world in Multiplayer mode. All in all, is a game that will give you a thrilling single player experience and a chance to test your skills against opponents all around the world.
I am Julen Cortazar, MrWhiteRaccoon is the nickname I have chosen as developer, which is the result of the admire for Quentin Tarantino’s Reservoir Dogs and of course the deep love I feel for those little creatures called raccoons. With this in mind, some friends and I created around 2013 a group called ReservoirRaccoons, just for fun and to have some cool group in the games we played. Each one of us chose a colour based on the film’s characters and I ended up being MrWhiteRaccon, and in fact, I love it! I started to be interested in game development when I discovered the RPG Maker tool, around 2014. My brother, a friend and I, tried to make a game back then but we didn’t know a thing about game development and we quitted really fast. Then a couple of years later I started watching Unity and Unreal Engine tutorials, but everything I did was actually copying what I saw on tutorials, which nowadays I think was useful and has brought me here, but once again I quitted, I had only programmed in Python before and C#, Java or C++ where really confusing for me. And lastly Fortran saved my life (as developer), I studied Fortran in University, for a subject called Computational Physics (I still have not finished my Physics Degree) a year ago, in 2017. Thanks to Fortran I learned what a compiled language is and how it works, and most importantly, I learned the logic behind a modular language, and thanks to that started to comprehend what C# was and how to use it. This last year I have worked like crazy to improve my skills in programming, drawing, 3D modelling…. And basically, in anything needed to be a solo Indie Game Developer, because is something that I love doing and something I would spend my life doing.
The Royal Game of Ur
The Royal Game of Ur, also known as The Game of Twenty Squares (for obvious reasons), is a two-player strategy race game that was first played in ancient Mesopotamia (around 3000 BC). As it became popular, the game acquired spiritual significance, and events in the game were believed to reflect a player’s future and convey messages from deities or other supernatural beings. The Rules: The goal of the game is to take every seven pieces from the start to the end without being caught by any opponent’s piece. If one opponent’s piece lands on yours, that piece has to start the path from the beginning. This is how the gameplay works:
1. Roll the dice: The first player rolls four tetrahedral die, which has two of his vertices marked. The player gets as much moves as marked vertices faces up, four being the top moves and zero being the minimum.
2. Chose which piece to move: The player now choses which piece he wants to move following these rules:
You cannot move your piece to a square already occupied by one of your pieces.
If you land on an opponent’s piece, you send that piece out of the board.
You are forced to move a piece every turn, unless is completely impossible.
To move the piece out of the board and hence, scoring you need an exact moves roll.
3. Different squares:
If player’s piece lands on one of the pieces marked with a star, he gets another turn, being able to roll again and move whatever piece he wants/can.
A piece standing on a star marked square is protected, and cannot be attacked, although it can be passed through.
4. Once the player has moved the piece and if it has not another turn, the second player’s turn starts.
This is how the game development is going, I managed to get the state machine working (has been tought) and the attack system is working fine, next step is to make a simple enemy AI so I can test the game better. Stay tuned to see how the game advances!!