A Stormy Nights Game

Your neighborhood pet corgi ends up in the clouds and gains weather powers.
Now he’s ready to defeat pollution and save the world.

Happy New Year Everyone!

I hope everyone had a great holiday and such! We’ll be getting into the normal swing of development updates soon!

I also wanted to write up a post of some of the bigger things accomplished last year, but I started a little later than I wanted to, so that’s gonna take a little longer to complete ~

As always, thanks for your support!

Mini Devlog – #5

Hey all!

So for those that are on the Discord server, you probably know I was sick pretty much the first week or two of December :P.

Shortly after that, Smash Ultimate came out (one of my favorite series of all time, and a pretty big influence for Breeze’s combat), so I had the chance to play that a bit while I was recovering.

Outside of that, I did manage to get some things done in the last few weeks.

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Meet Frost and Snow!

Whoa, it sure is getting cold around here!

If their names didn’t give it away already, they represent “frost” and “snow” respectively! 

Frost the wolf is the supervisor of the Frost domain, while Snow the arctic fox aides as a manager.

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Mini Devlog – #4

Hey all! Here’s a rundown of things tackled last week:

I’ve begun to notice that code compile time has slowly been crawling up, to the point where it could take 20-25+ seconds for any code change to recompile. 

While this might not seem like the worst thing ever, it becomes bothersome any time I need to change one thing in code, or a variable, etc, and then having to wait another 20+ seconds for that to compile, and then roughly another 5-8 more seconds for the game to actually start…

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Meet T.O!

The cool cat that’s high tech…

T.O is a panther and member of the Criterion Crew, representing the pollutant Ground Level Ozone (Also known as Tropospheric Ozone).  

(T.O was designed by @eclipticafusion! )

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Mini Devlog – #2

Hey everyone!

Not a huge update today, but there was something in particular that was developed that I think will help out a lot on the audio side of things.

Reading Audio Files Externally

So in the previous workflow, any time one of our sounds guys created new sounds, I would have to import them into Unity, rename, and reassign them to the right objects/code for them to play correctly. I would then need to build a new executable or record gameplay for others to see sounds in action. Having to do this constantly to check/test different iterations/versions can get a bit time-consuming…

We’ve recently implemented a way to allow for reading external sounds files, which allows for swapping out sounds by placing them into a directory where the game build is located, and then giving them the correct name (i.e jump.ogg, attack1.ogg, etc)

This will allow the audio team to test out their sounds and edits much more quickly and independently if needed.

For devs out there using Unity, we managed to do this using WWW and StreamingAssets!

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Meet Temper!

Temper is a stout hedgehog with a rather variable personality. He’s the Climate Committee’s representative for Temperature.

One would think he’s angry all of the time; his mood is actually influenced by the amount of energy he has stored up.

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Mini Devlog – #3

Another Devlog already! 

I had a pretty productive weekend, and wanted to give you all an idea of the amount of work that I can pull off when I forfeit social activity and other human things from time to time 😉

I haven’t done a game jam in a while, and also had a lot of things “Breeze code” related that I wanted to get out the way, so I set a timer for 48 hours and got busy ~

I’ll probably not be programming too much this week, and instead will be putting on my animator hat.

(Please keep in mind, images/sprites/animations shown are heavily in progress)

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Mini Devlog – #1

Hey there folks!

I’ve decided to (try) and commit to a mini devlog habit, where I discuss some of the behind the scenes work to show some of our progress from time-to-time.

So for this week, we have around 5 major accomplishments:

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Drop Animation Test

Here’s an animation that came out of a practice session with Clip Studio Paint. Had a lot of fun doing this one and always wanted to try drawing effects! 

I originally started off with this quick rough draft:

… and then started roughing out a more “complete” version:

I’m going to practice drawing more effects (cause they’re kinda fun), and maybe post a few as I wrap them up.