(EXE file)
Here is some video footage of the action game portion: https://youtu.be/nERXjJbtd9o
(The music playing is all stuff that I wrote, so maybe something that will appear in the game, if you like it)
Hi, everybody. If you've seen Bungaroids and And That's How They All Died, Bunga Mission is the next logical step, mush them together. Basically, I found this Action RPG Engine and I thought, "awww, if I weren't working on Bungaroids, I could be making Action RPGs..." So this is the same reward CG from Bungaroids, but with an Action RPG engine instead of an Asteroids clone.
I tried uploading it as WebGL, but the performance in the danger area was a joke. Since the safe area worked fine, I'm thinking I could pull it off with a collection of smaller areas instead of one big area, so I'll do that in the future.
Bunga Mission is barely started, but my quasi-vacation is almost over and I want something to show for my weeks of silence. My plan is to replace the default "knight" character with my own, Cascade. Cascade is standing near the entrance, for a sneak peek. Also, here's some work on her attack animation:
Spoiler (click to show/hide):
Here's a sample of the 2D reward CG:
There are currently 18 2D reward CGs available. There will be 36 in the final game. You unlock the 2D reward CG by finding Bunga Hearts and bringing them to the computer room, across from the sleeping quarters, near the "dungeon entrance". Currently, there are only 9 Bunga Hearts to be found in the game, so if you want to see all 18, you'll need to do it in 2 playthroughs.
There will eventually be some 3D reward CG, possibly in the format of this practice comic:
Spoiler (click to show/hide):
Originally, I felt like this level of effort was as much as Bungaroids deserved. But now that it's Bunga Mission and an Action RPG, it might be worth doing some animations. There are 2 ways to go about it, one is to do the animations in Blender, so just like the comic, but it's animated. Second way is to do animations in Unity. The Easy Event Maker I bought has a pretty easy to use system for triggering models and animations and so on, so it wouldn't be as complicated as I once imagined, but there are some hang-ups, like the Easy Event Maker doesn't play well with the Action RPG Kit, even though they're by the same studio, UI elements are a bitch to place correctly, and Unity's renderer isn't as good as Blender's.
By the way, Patrons can see me making 3D models, 2D artwork, animations, and so on, from my Patreon page, https://www.patreon.com/acethesupervillain
And eventually, there will be some kind of secret Patron stuff, but for now I value your input here on LoK so we can make this the best game it can be.
Let me know about any bugs you find. There are definitely some problems to do with the various engines not playing along with each other. Here's a list of things I'm aware of:
- For some idiot reason, the I,C,K menus will occasionally ignore all mouse input. Going from one scene to another (like safe area to danger area) seems to repair this.
- There are a few doors that you can't pass through because the map generates a ceiling on the same place as the door.
- Talking to Cascade uses the Easy Event kit instead of the Action RPG kit, so it doesn't pause the game or main character as you might expect it to.
- The RPG HUD doesn't turn off while you're looking at reward CG.
- If you fall off into space, that's it, you're dead, you can never get back. There used to be a thing that would prevent this, but for complicated reasons, it isn't working right now, but it will be back.