Populating The (Super Mario) World

This week in Mario: enemies! As I spent more time polishing Mario’s movement, it became increasingly obvious that the world he was moving in was kind of boring. So although there are still some minor issues with Mario, I thought it would be more beneficial to begin working on the obstacles in his way. Piranha

A Moving Mario

As the title suggests, I now have a playable main character for my project! Guess who it is? This was my first time experimenting with a lot of different things. The only experience I’ve had with platformers was in 2D, and the only 3D games I’ve made were in a first person perspective. And of

Getting Back in the Swing of Things

Well its been a while since I last made a blog post. A lot’s happened. The most notable is that I graduated college, which was fun. Dracula on Robot Island is on a hiatus. After having worked on it for nearly a year I needed to spend my energy elsewhere. I plan to return to

Dracula Dev Log 14: Blood For The Blood Drive

In the past two weeks, I’ve upgraded the level loading system. The first project was locking doors and loading levels within levels. I used this to make a bridge/hydroelectric power plant level. Now the player can’t explore the map freely. You have to obtain a key, enter the bridge from the left, open the door,

Re-making a Classic: Super Mario World in 3D

No, not Super Mario 3D World In December of 2021, I caught the plague. Whilst quarantining in an isolated wing of the freshman dorms, I re-discovered the YouTuber CodyCantEatThis, and his adventures in bringing old 2D games into the third dimension. While his Sonic recreation used pre-made models found online, he went bigger and bolder

Dracula Dev Log 13: A Whole New World

The following was written on March 6th, 2022 I wanted to populate the world with more levels, but I had difficulty building motivation this week. I was able to re-create a re-usable chest object (I created one a few weeks ago, but it had been lost), I updated turret code, created a signpost object, and

Dracula Dev Log 12: Open for Business

The following was written on February 28th, 2022 The shop was easy to integrate into the dialogue system. I was combining two systems made by two different people with their own programming styles, so I was surprised with how little resistance I encountered. Truly a testament to the adaptability of Fluffy Game Dev‘s Dialogue System.

Dracula Dev Log 11: Look Who’s Talking

The following was written on February 21st, 2022 This was one of my more confusing but productive weeks. It took me  2 1/2 days of work to comprehend, implement, and bug fix a 10 minute tutorial (Shoutout to Fluffy Game Dev), and honestly I still don’t understand how it works. But it does work, and

Dracula Dev Log 10: Storage Space

The following was written on February 14th 2022 This week, I created an inventory and inventory screen for the player. Items automatically stack, and the display automatically updates. I was also able to save the inventory to an external json file and load it back in. Currently there is no way to remove or interact