Still alive, Project Zeus not so much, new project doing very well

So, haven’t been writing for a while. Half of the Project Zeus people (the guy that’s not me) got stuff to do and we decided to freeze the project. It was doing very well, though, I’ll be updating new version soon-ish, I hope.

There is a new project, a music game, which will get it’s own blog post very soon. I’ve been building it for a bit over a month I guess, and it’s very playable at the moment. It mostly lacks content, scoring system and some UI elements are Unity defaults, which I’ll try to rectify tomorrow.

Project Zeus going 3d

Because we decided to use 3D-models, we wanted to change the perspective from top-down to a bit of an angle, to see some of the front of enemies.

The game has a new waterspray spell, which pushes enemies back and damages slightly. The spread depends on distance of player dragging the finger, and is continuous.

Code has been made a bit clearer.

Graphics are being made, still not actually appearing in the game.

Game has exit to main menu feature.

Tutorial has also been added. It works only on mobile at the moment. It’s a short video of gameplay, with a graphic showing where player is touching his finger on. Works pretty well, I think.

Project Zeus advancing by leaps.

Our project, production title “project zeus” is still going forward. 🙂

Recoded the lightning bolt completely, partly because it didn’t fulfill our needs, being needlessly complicated and hard to modify and partly because we don’t want to use code we don’t have rights to on a commercial project.

Lightning bolt can fork now.

Spells get more power based on how long you wait, so spamming is probably not optimal. Fireball explosion gets larger, lightning gets a fork…

Shootable targets come from a side to the other side and take damage and the color shows how much damage they have taken.

Colors are inverted back to black bg and white lightning, because it actually works that way now.

Got a new spell, fire beam. Damage over time is also a thing now, for fireball too. edit: This graphic bugs, it’s black, and behind of targets so you can’t see the beam, but it does damage.

I almost feel like a real programmer. 😀 Glad I have a more experienced partner. No real graphics yet.

**Drag and release mouse on left side to blast, on right side to change spell.

Project Zeus new spell added.

Our tech demo got a new update. Player can now throw fireballs with right mouse button, while throwing lightning with left. As with lightning, player has to drag and release the button on the left side of the line, going over the line cancels the spell.

Target that spawns and gets destroyed every few seconds got added too. While it works as a target to aim for, it doesn’t yet take damage.

Fireball and the target looks a bit sucky.

Project Zeus

New project! “Project Zeus”

Elastismash is currently frozen, probably until the Linux version of Unity gets a bit more stable. 😉

However we have started a new project, “Project Zeus” is the production title.

Designing the game started the day before yesterday, yesterday we got an artist to the team, and thus we are 2 coders and an artist now. We got a technology demo working yesterday and it is very promising.

In the game, the player throws fancy spells at monsters from one end of the screen with a flick of his finger. The aiming is skill based and fun.