Harrison Short

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Filtering by Tag: game jam

Plunder Pups ver. 0.2.0 release!

Today I released the second version of Plunder Pups! If you've been reading these devlogs, you'll probably know what's made it into this version, however here's a quick rundown of what's been added in the last month:

Overview

  • Split-screen local multiplayer has been implemented
  • Controller support has been implemented
  • Setting game settings such as player dogs and game length has been implemented
  • Began FMOD integration, though no sound has been implemented
  • Upgraded the game's overall environment
  • Fixed numerous bugs

You can download the new version at the game's GameJolt page.

As before, there's still a ton of bugs that are being logged and fixed everyday, and I'd love any testers to let me know if there's anything that should be fixed/changed! If you're reading this, you definitely have the necessary channels to contact me!

Moving Forward

As I've stated in the past, I'm planning for the next release of Plunder Pups to stand as ver. 1.0.0 and be the final major update to the game. While there is a chance that I may add to the game after it's "final" release, this will be mostly in the form of work taking place in an effort for learning. I've always found it hard to learn new skills when there's no base, so Plunder Pups (and any future project) could serve as just that, where I add things based on what I'm trying to learn (for example, online multiplayer). Additionally, I want to set a final release as I don't want to allow myself the "comfort" of leaving projects incomplete.

Previously I said that the game would see a final release at the end of July/start of August. However, as I've got a ton of prior commitments this month, I've decided to push the release date back two weeks into mid-August. This I feel is justified, as I've been given a huge amount of shifts this month at my day-job (which will go a long way to saving for various things). In addition however, I'm going to be working with the QUTGDC for a week on a mobile game, which should serve to keep me in a game development mindset during that mid-year game jam. On top of that, I'll also be away from my computer for six days at Splendour in the Grass! So that basically automatically eliminates two working weeks (for the most part).

As this next release will be near final, prioritization of features and bugs is absolutely key here. Sound is at the absolute top of my list when it comes to what I'll be working on next, and I'm also going to look into UI design (graphically, that is) sooner rather than later. I've been compiling a list of bugs as well, so those will likely be worked on in tandem with the major features yet to be added. 

That's about it for now! Thank you for reading!

- Harrison Short

Game jam session and subsequent progress

Over the past week I've actually made some decent progress on Plunder Pups! That mostly started on Saturday at the aforementioned game jamming session. This turned out to be a lot more casual than first expected, which I liked more than being in a mode of "must work," to be completely honest. As such, while a couple of my friends decided to start a new project (that didn't see too much progress made on anyway, ahahaha), I continued work on my project. 

Over the past week, since releasing v. 0.1.0 of Plunder Pups, I've done the following:

  • Made the game's RuleSystem a Singleton
  • Added the ability to change the game's time limit
  • Started work on a split-screen system and adapted various systems to work in multiplayer and single-player modes
  • Began adding controller support

At the moment I have about 7 days off, just as a way to reward myself around my birthday! So I plan to be working on the game in my spare time, as well as trying to finish Zelda and giving myself some time to play Playunknown's Battlegrounds, which I've just bought! I plan to try to finish controller support and begin work on AI behavioural states this week (if I can find my damn wired Xbox 360 controllers...).

Thanks for reading!

Harrison Short

Unnamed project has a name, v.0.1.0 is out now, and more...

So, last night I quietly released the first "version" of my unnamed solo project. If you're on the GameJolt page for the game, then obviously you know how to find it! If you're reading this on my personal website however, you can check the project out here!

Finally naming the game

In the process of uploading the game to GameJolt, I decided I needed to finally attach a name to the project. An earlier poll asking what word people liked placed after "Puppy" found an overwhelming number vote for "Plunder." However, I thought "Puppy Plunder" was a strange name as the player isn't stealing puppies, they're a puppy who steals from other puppies. So, the game has now been named "Plunder Pups!"

Plunder Pups, ver. 0.1.0

This release features the following:

  • Basic menu with credits screen and basic quitting functionality
  • Standard Human vs AI vs AI vs AI game
  • Time limit of 2 minutes (will eventually be customizable)
  • Basic AI
  • Majority of game mechanics implemented

The current state of Plunder Pups is obviously quite basic. There have been a few things I've noticed that need to be changed, ranging from the UI being clearly placeholder, to AI still being somewhat glitchy. On top of this, I've noticed a few things from playing an actual build of the game, rather than the game in Unity. For example, the UI hasn't been scaled to the screen resolution correctly, which is something I've completely overlooked, but which isn't really an issue at the moment. Some smaller issues will be fixed in the near future, and it's likely I'll upload a patch for the game.

Progress on game jamming

Tomorrow is going to be my first session of 12 hour game jamming! I'm unsure of whether I'll be working on my own new project, someone else's brand new vision, or an on-going game, but I'm excited to finally be doing some collaborative work this year! Expect a devlog/blog post of some sort soon after!

Until next time...

- Harrison Short