OPEN THE GAME IN A NEW TAB OR THE MOUSELOCK WILL NOT WORK Kill, and cook.






Demo!
I typically don't like posting demos where I still have some incomplete features but I'm not going to be able to work on my game for the next couple of days as I have some exams going on and I'm going to end up being inactive for a bit after receiving the playtests from this demo. I'm still going to be spending a lot of that time brainstorming ideas on how to progress the development of my game, but I will not continue my work on it until after a few days or so.
• The shop UI is in a semi-functional state, I'll get it working soon
• There is now a wing counter that increases when you kill chickens. You can use the wing counter to upgrade your cooking system and receive larger stat buffs
• Added a "PRESS T TO SKIP" indicator to clarify to players that they can skip the intermission by pressing T
• Working on level design
• Deciding on how to hide the end of the level's space
• Working on optimizing enemies and adding different kinds of enemies
I plan to work on the shop after I reach a satisfactory level design setup

• The kitchen works entirely now, I fixed a bunch of bugs
• The random ingredients can now be used to cook power ups
• Added a skill cooldown for stomping
• Made the game much more difficult than before by reducing damage overall
The end of Randomness Week(end)
• Set up the kitchen
• Enemies now drop RANDOM ingredients that can be used in the kitchen to cook a dish
• The dish provides a powerup
• Added a skill to the game when you right-click with the shotgun, it sends you flying backwards.
Randomness Week(end)
• Reworked the GUN to a shotgun with KNOCKBACK to give the player more freedom movement-wise
• Worked on optimizing collision
• Working on adding skills
I plan to add a RANDOMNESS aspect tomorrow

Randomness Week
DAY 2
(the last devlog was DAY 1)
• Enemies can actually attack you now
• If you take enough damage you die
• Added sound effects and particles to the enemies attacking and the player taking damage
The game is not incredibly optimized right now, but I plan to work on that in the future.
I'm still deciding on whether I want to add enemy combat first, or add the randomizing aspect of the game. Adding enemy combat requires a solid navigation system which I don't entirely have right now, but I can still make it so the enemies deal damage regardless just so the player is aware that feature exists.
• Worked on the enemy navigation for a bit
• Revamped some art (like the weapons and health bar)
• Made it so the player can take damage now, particularly from stomping
• There's some basic enemy navigation now
• Basic enemy walking animation (+ attack animation that hasn't been implemented yet)
• Enemies do not deal damage yet
• Main menu now has a clear game objective
• You can't go through walls anymore (lol)
Other than that I just did a bit of optimization and I plan to work on the actual core game loop next
• Audio and background music is now audible in game
• Sound effects have now been improved to enhance the player's experience
• The menu has been improved and will contain instructions on the games objective soon (within the next two devlogs)
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
also the game does have audio, make sure you turn up your audio
WASD + SPACEBAR to move
LEFT CLICK to swing.
RIGHT CLICK to lunge.
1 and 2 to switch between weapons
C in the air to stomp (recharges on kill)
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WASD + SPACEBAR to move
LEFT CLICK to swing.
RIGHT CLICK to lunge.
1 and 2 to switch between weapons
C in the air to stomp (recharges on kill)
• FOR TESTING PURPOSES: Going under buildings changes the camera angle to an experimental top-down angle (I plan to implement this for certain levels, while most may use the default third person angle.)
• Lunging works with the sword now
• The enemies spawn in waves correctly now
• Working on making the enemies fight back
• Reworked sword combat
• Working on adding a lunge on right click
• Enemies spawn in waves now
• Enemies spawn in different sizes
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WASD + SPACEBAR to move
LEFT CLICK to swing.
1 and 2 to switch between weapons
E to spawn chickens (for testing purposes)
C in the air to stomp (recharges on kill)
• FOR TESTING PURPOSES: Going under buildings changes the camera angle to an experimental top-down angle (I plan to implement this for certain levels, while most may use the default third person angle.)
• Made the shaders work significantly better
• Completed a level design for the most part
• The main character is now an egg.
• Added firing particles to the secondary
• Decided on a shader to use for all objects
• Working on implementing that shader
• Working on implementing a level design using multi-mesh instances

WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WARNING: IF THE MOUSE LOCK DOES NOT WORK, COPY THE LINK IN THE TOP RIGHT AND OPEN IT IN A NEW TAB
WASD + SPACEBAR to move
LEFT CLICK to swing.
1 and 2 to switch between weapons
E to spawn chickens (for testing purposes)
C in the air to stomp (recharges on kill)
• FOR TESTING PURPOSES: Going under buildings changes the camera angle to an experimental top-down angle (I plan to implement this for certain levels, while others may use the third person angle.)
• Changed the default camera angle to a third person FPS angle as I felt that suited the game more
• Added some simple assets to the level
• Added top-down view that initiates when the user enters a room/building
• Added shaders that allow users to see through roofs for the top-down view
• Working on making the base camera angle first person

A QUESTION FROM THE DEVELOPER TO THE PLAYER!!!:
Let me know if you think I should expand the game's scope and add enemies other than chickens in the feedback.
Models are not permanent. They can and will be changed in the future.
Level will be expanded in the near future.
Enemies that fight back will be added within the next two demos.
CONTROLS:
WASD + SPACEBAR to move.
LEFT CLICK to swing.
ONE to switch to MELEE.
TWO to switch to GUN.
Press E to spawn chickens.
Press C in the air to STOMP
Killing an enemy with your STOMP
recharges it
ADDED since the last devlog:
• Feather particles upon chicken death
• A chef's hat addition to the player model
• Added hitmarkers/damage labels
• Added a ground slam that does area damage and recharges if it kills an enemy
• Began working on incorporating particles into my game
• Began working on implementing a dash into the main character

• Improved the weapon mesh for both weapons in the game
• Added and improved new and existing weapon animations into the game
• Fixed some code issues with the reloading system
• Fixed some issues with the font I developed
I overhauled the first person system entirely, and turned the game into a 2D 3D hybrid (as I mentioned before). The direction that I'm heading toward with the game is the rogue-like category where permanent power-ups are based on combinations of ingredients you cook, and where enemies drop those ingredients. If you have any feedback to give me or think it would be cool if I changed or added something, please contact me directly on slack.
• Created my own chicken scratch font used in game.
• Added indicators to show what weapon is being used, and how much ammo remains.
• Added music and sound effects for practically everything.
• Killing enemies feels more satisfying (they do not fight back yet though).
The gun logic I added is entirely working now, I plan on making it easier to hit enemies with the guns in the future. Added custom crosshairs for when the player is using the base weapon and the gun. Audio and a player mesh will be added, then I believe I'll be ready for a second demo to test out the new combat system.
Changed the camera system to a 2D-3D hybrid better suited for the game (and because the camera system is bugged in my demo for some reason) and I'm working on adding a second (projectile based) weapon.
I'm also also planning on adding a wider variety of enemies to my game (and ones that fight back) rather than just chickens and turning the game moreso into a roguelike with powerups that you obtain by cooking the meat the enemies drop (in an oven or something). But I haven't entirely decided on the direction of my game and any feedback would be appreciated.
Demo!
Worked on getting my game exported to the web.
Added a simple level design, music, and actual models to everything. Designed animations for the only weapon in the game as of now. Enemies can now reliably be killed, although, the only current hit indicator is that they flash red momentarily.
Enemies can move around now. Spent HOURS optimizing the AI to move the enemies around, and refactored weapon code, improving it and making it easier to hit multiple enemies at once.
Spent a lot of time learning how to code and use various parts of the engine. Added killable enemies. swinging, and an animation on the base weapon.
A level design, sfx, and actual models for the weapon and enemies may be anticipated in future updates.
https://youtu.be/rw05LRIT8KI (since uploading videos isn't working for some reason)
Added a working movement system, with WASD controls and a jump with spacebar. I also added a modular weapon system that allows me to easily implement weapons in the future.
N/A
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