Progress on Jackie & the Crystal for the month of September.

In case you don’t know, Jackie & the Crsytal is an action adventure game with a multi-branch story line the player can traverse using a time traveling crystal.

As always, be aware that everything is subject to change, and the below will not necessarily represent the final art/playstyle(s) of the game. Design is iterative by nature! Also, if you have any tips on what to improve/change about the way I’m doing Devlogs, please feel free to let me know! I’m probably most responsive on Twitter (@PixelSpice) or Reddit (/u/PixelSpice). Want to learn a bit more about ¬†Jackie & the Crystal? Check out Devlog 0 which explains a bit about the game.

Hurricane Harvey was rude, throw a bomb at it!

Unfortunately, I didn’t get to focus on what I was originally planning on working on during Hurricane Harvey. The agenda for that week was to continue refining our AI development (primarily the player-AI interactions). However, plans changed to things a bit more small in scope that could be handled piece-meal and worked in when I was able. So, you have Harvey to thank for these gifs and terrible puns!

This gif is the bomb!

This gif is the bomb!

Modeling, texturing, and animating the “bomb” object is a low hanging fruit. It’s pretty simple, but also was rewarding to create. It rolls, it explodes, and you can equip it and drop it! Pretty standard stuff, but also included creating the character states that will handle general pickup, drop, throw interactions with the player.

This gif is also the bomb!

This gif is also the bomb!

Other September Shenanigans

I’ve been spending quite a bit of time on the starting level (both designing and creating in-engine) this month in between work and the other projects. Just a quick on/off lighting preview from the dock:

Town Lighting on/off

Town Lighting on/off

So far, three of the main areas are blocked out, which includes the design for several directions the story can go from the starting scene. part of the reason I wanted to start blocking out the first level was actually to get to these branches.

One of the mane things I’ve been focused on this month was creating the mechanic that will allow you to traverse between different “scenes” in the game. This involved creating a save/load system, prototyping the UI which goes along with the save/load system and allows the player to interact transition back (or forward) in time to specific points.

Two other small items I worked on were the Dash ability (an item that lets you replace rolling with a short-range teleport) and the action music for when the player is in combat. I’ll probably have a gif on twitter sometime soon of the dashing, but while it’s functional right now there are no particle effects to make it look pretty.

Closing thought:

Thanks for checking in! I know it’s been a slow month if you’re following along, and not a lot of progress. Fortunately, that’s not because I’ve lost interest or stopped working on the project, I promise. Quite the opposite, I’ve been itching to work more on it, but have been kept quite busy with work and the hurricane this month. As always, feel free to reach out to me with any questions or concerns! Oh, and there is a mailing list you can sign up for now (right side-bar) if you want to get updates for just the game, or for the articles/reviews I occasionally post.