![]() Build shops, bathrooms and other amenities for the comfort of zoo visitors, and keep the monsters peaceful enough to prevent a zoo-break (also for the comfort of the zoo visitors. Surrounded by fangs, claws, tentacles can our zookeeper escape his curse?Įveryday a brand new monster appears through the ghastly otherworldly portal that requires housing and feeding, and everyday human guests want to come see them and not get eaten. Taking an interview at the only zoo that would offer him one, our unfortunate zookeeper is deceived by a particularly well-dressed skeleton, and forced to manage a zoo full of otherworldly eldritch abominations. Frowned upon by zoo management, and presumably the woodland creatures themselves, who are decidedly less jolly now. Apparently, setting ablaze the Jolly Woodland Creature exhibit is frowned upon. “A down-on-his-luck zookeeper is fired from London Zoo due to certain tendencies arsonist tendencies. Loads of Spine animation in there, as you can see.Check out the announcement trailer of The Eldritch Zookeeper, featuring some gameplay footage: Just published the first trailer for the game! Makes me less scared of doing similar reworks in the future, which of course, I don't want to do, but will probably have to. Stripping out, throwing away, and redesigning (and reanimating) an entire monster in the game only took a total of four days, which is mostly testament to the Photoshop -> Spine -> Unity pipeline that just works so well. ![]() Happy New Year! Still been using a lot of Spine recently, and so here's another devlog: Many games used to use Scaleform to allow Flash for their rich user interfaces, and I suppose Spine is my version of that.ĭid another devlog, this time with a new monster animated with Spine:įirst time making use of the Path constraint tool, really does make animating tentacles a million times easier! Combining the Spine-based monster with Unity particle effects, but still need to add proper lighting to really sell the fire, even when the zoo is fully ablaze it all looks a bit flat right now. Using Spine in a new way there, or at least for a new purpose, for the User Interface. ![]() It's coming along! No website for the game yet, but I'm updating my Twitter regularly. My project is somewhat banking on Magelight to look the best it can, so I'll revisit colours when I have to normal map all my characters. I'm blending the animations together with Mecanim.Ĭurrently working on the actual animated monsters, so I'll post some of them soon! All the images are using the current standard Spine/Skeleton shader, so the colours are all very bright. Those just show male guests, also got female visitors in too:Īlso using Spine for not-so-animated objects, like boxes containing monster food: ![]() Using the same Spine skeleton as for the player, I've been able to get guests in-game rather swiftly: I did replace those checkerboard fence posts and walls with some models with proper UV's: ![]() I'm at the stage in development where I'm stripping out all the prototype art, and replacing them with fancy animated characters. It's being written in Unity, art painted in Photoshop, and Spine sitting in the middle. Build fences, fill your pens with beasts from the void, and try and keep them fed and happy. Every day, a portal opens to a world beyond sanity, and out drops a crate, containing some dreadful cosmic horror that our hapless zookeeper must 'take care of' (not be eaten by). Think Zoo Tycoon, but with more creatures breaking out of their pens to devour the visitors. The Eldritch Zookeeper is a game where a deeply unfortunate zookeeper is cursed to run a zoo of inter-dimensional monsters. I've been using Spine Professional since November last year, and I've been loving it, and thought I'd display the game I'm currently writing. All the animals were locked away in the Fright Zone, protected by an energy field, whilevultak served as their tyrannical zookeeper. ![]()
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