Saturday, June 4, 2016

Wave Magic now in the Leap Motion Gallery


After posting the first playable demo for Wave Magic Alex from Leap Motion contacted me and had it uploaded to their gallery and featured in today's newsletter. You can download and play the latest version here:

https://developer.leapmotion.com/gallery/wave-magic

Updates are now also being posted to the game's Facebook pages here:

https://www.facebook.com/WaveMagic

And here is a change log for version 0.2:

Changes:
- Added "Wind Bomb" Spell, a mid range spell that damages enemy in a small area of effect.
- Added "Fast Shooter Enemy", a harder ground ranged enemy that won't spawn until you have survived for a while.
- All enemy's now have idle sounds to help indicate where they are.
- Fixed bug where particle effects on hands would sometimes not disappear.
- Moved enemy spawners to be closer to one side of the arena.
- Edited scenery in the Desert map
- Made aim assist on Fireball stop seeking after it passes its target.
- Adjusted menu position.

Saturday, May 28, 2016

Explosive Power

     The fireballs definitely needed a bit more kick so I added an explosion on collision. This makes the fireballs feel much more powerful and is a minor visual upgrade while I wait for christian to finish the fireball particles. In addition to this I added a melee enemy type. This guy simply walks up to you and starts punching you until you kill him. It can be quite startling to turn around and see one of these up in your face. To make aiming projectiles a little easier I added an aim assist system that helps guide your projectiles towards a target to some degree. I may include an option to turn this off if you want a greater challenge. I also got the fireballs to launch faster based on the speed of your palm which also feels very cool. And finally, you can punch enemies to kill them now, because why not?

Wednesday, May 25, 2016

Wave Magic is Shaping Up


This prototype has come a long way since last week. I've added a load of placeholder art assets which is a step above the cubes and capsules from before. I have a rudimentary menu that allows you to customize you're spell load-out now. In addition to this I added a rock wall spell, 1 enemy type, and a basic enemy spawning algorithm. Playable demo should be up this weekend. Just need to do some more testing.

Sunday, May 22, 2016

Spell Casting in VR Update

I've gone a bit further with my spell casting Leap Motion concept and added an enemy that fire projectiles at you and a flamethrower spell. Spells are easily inter-changeable for each hand so you can choose to have flamethrower on your right, fire ball on your left, two fire balls, or whatever you like. The enemy projectiles can be knocked away with your hands, dodged or destroyed with flames. Check out the video.

Thursday, May 19, 2016

Playing With Fire

       I recently got my Oculus Rift in the mail and had to start playing around with some ideas. Here's a short demo of a spell casting concept. I used the leap motion from hand tracking and used opening and closing my hands to fire spells. You can also affect the speed of the missile with the velocity of your hand. When my palm opens to about 60% a spell is fired. It's a pretty fun little concept I may expand on.