This is a continuation of my LEGO Ideas Moon Kingdom project. I am using the assets I made in my previous project along with Unity to make a game in the same style of the LEGO video games.
5/11/20
Finished a short animation that I've been working on for a while. This is for when the game loads up and shows the studios that made it. I based this on a part of the theme that's a cool transition and thought would work really well.
4/26/20
This is a pretty exciting update! I've made my first custom model to add to the game and it's the Moon Wand! The model works with and without the Silver Crystal and I'll use code to show/hide the crystal in the game. I've tried modeling a couple times with Blender and have followed a tutorial, but never really made anything on my own. So this is my first full Blender model and I'm really happy with how it turned out. In all it took about 14.4 hours to make the Moon Wand.
Here is a sped up time lapse video of the whole process.
12/8/19
We've got capes now! This is pretty exciting as it gives another minifigure type than the standard one. I also figured out how to do two things from this that will be helpful for future development. The first is a way to hide clipping. The hands actually move past the back of the cape in the walk animation, so I had to find a way to not show them when they're past the cape. I did this by making an invisible second cape that was thicker and using a script to make the hands not render when they're behind the second cape. The second is a reworked prefab structure. The way I was doing it before broke the connection between the model file and the character prefab with all the scripts needed to make it run. This meant if I needed to change a model, I had to re-add the scripts to it every time. The way it's setup now, keeps the connection, so any changes to the model are updated on the character prefab automatically.
I've also added in a new extra which I've called Manga Mode. When turned on the characters go from full color to grayscale.
Here is the video showing these off.
8/26/19
Got an exciting base mechanic finished and an animation to go with it! I got the props system setup and it can be easily applied to any new models I make. I split the pieces of a model into groups and when you hit a breakable model, the pieces break off one group at a time. Each group also has its own set of coins which spawn when the pieces break off. Broken pieces lay on the ground for a bit and then despawn. I use the same despawn to make it so the spawned coins disappear, but can also have coins that don't ever despawn to place around the levels.
I've made a basic attack animation that plays whenever you attack.
I also made custom heart sprites for the rest of the characters.
Negaverse Generals
Royals
Darien
Here is a demonstration with the new Game Center Crown prop.
2/24/19
Base mechanics for the second player and gamepad input are now setup. I updated the player HUD to better match LEGO games. The HUD also changes based on whether the player is active. Coins now have their own model and they rotate.
The camera has been updated so if follows both players. The players are "tethered" to each other, so they are limited in how far away they can move from each other.
10/22/18
I made Rainbow Crystals and the Rainbow Crystal Orbs from the DiC theme.
10/21/18
I have all the minifigures re-textured, rigged, and brought into Unity. I also added an option in the Extras menu to turn off using DiC names; it's on by default.
Both minifigure dress sizes are rigged and animated, and all the minifigures are playable in Unity.
I made a video showing how I add an armature to a model and then bring the whole thing into Unity.
8/20/18
There's now a main menu. You can use it to start a new game, change the music volume, and quit the game. I also have a load menu setup, but it doesn't load anything. The "Quit Game" button in the pause menu works now. The main menu and the game are separate scenes in Unity that can load each other. I also have a freeroam mode set up, which changes the UI.
I have reworked how the game starts up to allow for character switching. Character switching and the character select menu both work now. I have the character select menu set up in a grid in the video to show that it wraps around when you reach an edge and try to keep moving in the same direction. I can also customize how many rows and columns the grid has. Sailor Mercury and Sailor Mars are shown using the minifigure material with the color changed. I also have the player icon and hearts icon updating based on which character is being played.
Unity doesn't allow a GameObject to have more than one UV map, so I need to go back and re-map my models. I also need to add armatures to the rest of them.
8/7/18
I now have an enemy manager set up. It can spawn a set of enemies, spawn on intervals, and randomly spawn at sets of spawn points.
There's also a pause menu that is accessible with the escape key. It always starts on "Resume" whenever opened. You can use it to get to the options menu. The options menu lets you toggle the background music on and off and change the music volume. The volume level is remembered when turning the music on and off.
7/25/18
I have added coins/stud pick ups, represented with spheres for now. Silver studs are worth 10, Gold 100, Blue 1,000, and purple 10,000.
The player can also hurt enemies by left clicking and damage shows on both the player and enemies. Each hit to an enemy is worth either half their health or all of it, chosen randomly.
7/12/18
I've gotten the health system working for the player. I went through a couple versions when designing the heart sprite.
For the first version, I used a screenshot of a LEGO game and then adjusted the color.
I made the next version myself using the above to guide the shape.
I then lightened the colors to make them more pastel so they would match with the backgrounds of the 90s anime.
Here's the full sprite sheet for the default hearts.
I'm using the white capsule as a heart pick up for now. If the player has full health, they can't pick up the "heart." The enemy can now harm the player.
6/19/18
The normal colored minifigure is the player and is controlled by the arrow keys (or WASD) and the space bar. The green minifigure is an enemy.