ATT Progress Update – Shiny!

alchemedium —  April 22, 2015 — Leave a comment

Hey everyone! It’s been a crazy busy couple of weeks with daily stuff, working out business stuff, and making Mr. Tofu’s journey more flashy and exciting. Our main focus from the game development side has been with looking at Unity 5 and adding a bunch of shiny things to A Tofu Tail!

The first page of the story!

Unity 5

We also took a quick look at how much work it would be to import the Unity 4.6 version of A Tofu Tail to Unity 5. The import itself was flawless, barring a few issues with a couple Asset Store add-ons, including: GameAnalytics, nGUI, and Esoteric Software’s Spine animations. There are also a few bits of our own code that would need to be updated to account for code that Unity has deprecated.

Most of these issues are probably due to the fact that we have not been actively keeping those programs up to the current versions. This was mainly to save some work in updating our code for any changes made to optimize or obsolete various pieces of those add-ons.

After looking at the work that would need to be completed to move A Tofu Tail to Unity 5, we decided to hold off on this until the project was finished, and reassess our need to move to the new version of Unity at all at this point. We want to make sure that we finish building the game rather than making potentially unnecessary changes.

Polish

Outside of the test port to Unity 5, we have been adding a lot of polish within the game itself to prepare for gameplay videos and trailers that will represent the final experience of A Tofu Tail.

In addition to replacing placeholder art, cleaning up some of the rougher ‘finalized’ art, and tweaking level design, we have been adding a bunch of little flair and shiny animations to the game:

Kitsune “Death”

The Kitsune in the boss stages now have a dedicated ‘death’ animation rather than just disappearing:

First one down!

Oni Landing

The Oni now appear to have some weight to them as they move, knocking up dust and even shifting tiles down as they move:

Man, Mr. Tofu, that is heavy!

Tofu Air Merge and Landing

The merging of tofu clones in the air is less jarring, and Mr. Tofu knocks up a good bit of dust when landing on a tile from a height:

Another tofu bites the dust!

Bowl Animations and a Happy Kappa

There is more visual feedback for when a bowl is dropped (from picking up a new one, or handing it to Mr. Kappa), in addition to much less jarring animations for when Mr. Kappa gets water and disappears:

Bowl sounds weird...

Tengu Strike

The animation for Mr. Tengu’s attacks on Mr. Tofu is cleaner, and shows him flying away rather than just disappearing:

Let's get ready to Tengu!

Soul Door Animation

Fade animations added for when a soul door disappears or is activated:

This is the doorway to your soul, Mr. Tofu

Wormhole Shifting and Disappearing

Animations shown for when a wormhole  disappears or shifts to another set of tiles:

Don't Panic

Pittsburgh Gallery Crawl

Don’t forget to stop by and see A Tofu Tail at the Pittsburgh Gallery Crawl in the Cultural District this Friday!

You will be able to find us at 820 Liberty Ave from 5:30 – 10:00 pm. Remember to check out all the other art and events during the day as well!

#CrawlPGH

Next Steps

The next top priority for A Tofu Tail is working out the contracting for sound design on most of the sound effects in the game. This is the most lacking aspect at the moment, but based on what we have heard so far in some samples, this will not be true for very long! We are also continuing to polish art and animations, story, and music.

It is that time of year again to look at a bunch of upcoming festivals and competitions as well:

Sooooo as usual, until next post – keep on ploppin’!

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alchemedium

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Indie game developers from Pittsburgh, PA. We are dedicated to bringing you unique audio, visual, and gameplay experiences. Currently developing the story-driven puzzle game "A Tofu Tail" .

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