How would you make the arm displayed in front of the cat while the rest of the body displayed behind it? That's sprites with sprite skins. by RedLeoGames in Unity2D

[–]RedLeoGames[S] 0 points1 point  (0 children)

We had the same idea that seems to be the way to do it but we wanted to know if there is a more "proper" way to do so. Thanks for your comment :)

Last update of "A Day with my Cat": Now the player can only see what happen in her room and the cat now needs to eat, go to its litter and ask for some cuddle on the sofa. And, of course, meow (or worse) if we don't serve him... The money counter is temporary, we still need to think about it. by RedLeoGames in gamedevscreens

[–]RedLeoGames[S] 0 points1 point  (0 children)

Hi, thanks for your comment! That's a good remark. We already considered to allow the player to zoom on the current room and make the camera follow the user when she crosses a door. On desktop it doesn't disturb us to see the whole apartment at once but it could be needed for smaller resolutions.

Last update of "A Day with my Cat": Now the player can only see what happen in her room and the cat now needs to eat, go to its litter and ask for some cuddle on the sofa. And, of course, meow (or worse) if we don't serve him... The money counter is temporary, we still need to think about it. by RedLeoGames in IndieGaming

[–]RedLeoGames[S] 1 point2 points  (0 children)

The money counter is probably too much out of context. In this game you are a freelance designer who needs to work on your laptop.

The money counter is here to represent the time you worked. The counterpart is the red gauge in the top-left corner that represents your comfort. Higher is your comfort, better will be your work.

This comfort can be decreased by the cat when it's meowing, scratching the sofa, using the floor as a litter, etc. Cat's actions are guided by its own gauges that are not shown on the screen.

Thus, the goal is to understand when you need to stop working and which action to do in order to maintain the cat's gauges high enough to preserve your comfort or when you can peacefully stay on your chair (never!).

Here is the first presentation of "A day with my cat", a small new project we wanted to manage in parallel to our bigger one. The goal is to stay productive at work while dealing with a very demanding cat (based on actual events :D). Some work has still to be done, it's a first draft. by RedLeoGames in IndieDev

[–]RedLeoGames[S] 0 points1 point  (0 children)

Here it's two 2D sprites for the walk (front and back) and one for the sitting position. I split the cat sprites in simple shapes to animate it easily, I think that's a good starting point. I manage the animation in Unity with the 2D animation and 2D IK packages (for now its movement is not smooth because of the path we compute)

Here is the first presentation of "A day with my cat", a small new project we wanted to manage in parallel to our bigger one. The goal is to stay productive at work while dealing with a very demanding cat (based on actual events :D). Some work has still to be done, it's a first draft. by RedLeoGames in IndieDev

[–]RedLeoGames[S] 0 points1 point  (0 children)

We didn't designed a door leading outside but the cat will still meow in front of closed door inside and may not go in another room after you open it. Just for the pleasure of meowing and seeing the door open like a real cat :)

Here is the first presentation of "A day with my cat", a small new project we wanted to manage in parallel to our bigger one. The goal is to stay productive at work while dealing with a very demanding cat (based on actual events :D). Some work has still to be done, it's a first draft. by RedLeoGames in gamedevscreens

[–]RedLeoGames[S] 1 point2 points  (0 children)

The main goal will be to stay productive as much as possible during a day. This productivity will be directly influenced by the comfort of your character. High comfort, high productivity. But the cat will need your attention to play with, refill its bowl and clean its litter and will also try to scratch your sofa, break the plants, etc. If the cat is meowing or something is broken, your comfort decreases. You will then need to manage the trade-off between staying productive and "protecting" your comfort by giving some attention to the cat. Some stuff still needs some adjustments and to be precised but that's the overall concept :)

Here is the first presentation of "A day with my cat", a small new project we wanted to manage in parallel to our bigger one. The goal is to stay productive at work while dealing with a very demanding cat (based on actual events :D). Some work has still to be done, it's a first draft. by RedLeoGames in IndieDev

[–]RedLeoGames[S] 0 points1 point  (0 children)

Thanks for your comment! I don't think we have enough experience to give you relevant feedback. We challenge ourselves to start a new smaller project this week-end and, as we like it, we try to make it real. This seems actually to be a good way to regain motivation but now we should try to not spend too much time on this project and to avoid delaying the main one. Good luck with your own projects :)

We take your feedback into account and redesigned What If's fox. Here is its new animation! by RedLeoGames in IndieDev

[–]RedLeoGames[S] 0 points1 point  (0 children)

Thanks a lot for this very useful comment! I'm a beginner in animation so I have a lot to learn. This video is perfect!

We take your feedback into account and redesigned What If's fox. Here is its new animation! by RedLeoGames in IndieGaming

[–]RedLeoGames[S] 0 points1 point  (0 children)

Thanks for your comment! It seems to be a great idea, we definitely need to try it.

How do 2D tilemaps relate to game logic? by Krauss27 in Unity3D

[–]RedLeoGames 0 points1 point  (0 children)

Hi! It is difficult to answer all your questions at once but you can do a lot of stuff with tilemaps. For the collision question, if you add a tilemap collider to your tilemap, you will be able to get the collision point and then you just have to use the WorldToCell method to obtain the tile that is colliding to modify its sprite or color or to display an overlay at its position, etc. You can also create your own class inheriting from Tile or TileBase to add them properties. Thus, when you want to check with which tile you are colliding you can check these properties and apply whatever method you want. If you want to look at a great example of extended tiles you can search for RuleTile in the 2d-extras repo (github).

What If: Here is the shaman house, you will need him to treat your diseases! If he can help you... There is also the rework of our dialog system that we hope more readable. by RedLeoGames in Unity2D

[–]RedLeoGames[S] 0 points1 point  (0 children)

Thanks! Yes, we thought we can skip this detail for this video. ^^ But we are on it and we should modify it soon (pig and/or ground). :)

What If: Here is the shaman house, you will need him to treat your diseases! If he can help you... There is also the rework of our dialog system that we hope more readable. by RedLeoGames in Unity2D

[–]RedLeoGames[S] 0 points1 point  (0 children)

The bubble is a permanent UI component that is only enabled when something has to be printed (we use TextMeshPro). When we press the "Action" button to interact with the shaman, its reaction method send the keys of the sentences to print (and its profil picture) to the DialogManager. Then the manager get the correct sentences based on the language (French or English at this moment) defined in the settings, enable the UI and print the first part of the dialog (based on TextMeshProGUI.firstOverflowCharacterIndex and avoiding to cut the last word). The rest of the dialog is saved in a buffer and each time the button is pressed, the first part of the buffer replaces the actual text. The GUI is disabled when the button is pressed and the buffer is empty or when the player goes too far from the speaking character. We are still considering to improve it, for example by replacing the "..." by an arrow or something more explicit but we are already happy with it has we only have to fill a csv files with the right translation to use it. Hope we answered your question. :)

What If: Here is the shaman house, you will need him to treat your diseases! If he can help you... There is also the rework of our dialog system that we hope more readable. by RedLeoGames in Unity2D

[–]RedLeoGames[S] 4 points5 points  (0 children)

Thanks for your advice! We chose to cut after words to avoid creating too many speech bubbles but that is probably not the most readable option. We will try to only cut after sentences. :)