![]() 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. A variety of bloodthirsty monsters to contain, feed and keep reasonably happy.Hi everyone.Taking a mixture of inspiration from classic Bullfrog games (Theme Park World, Dungeon Keeper) and modern survival games, The Eldritch Zookeeper is coming to a variety of platforms very soon! ![]() They need those! Monster rampages are discouraged. Can our unfortunate zookeeper break his curse? Running a zoo filled with terrifying creatures that must be cared for isn't easy - construct enclosures and keep the monsters fed and reasonably content, and build amenities for the zoo visitors! A Happy Monster Zoo™ is when a creature's teeth/claws/exploding-tendencies are far, far away from the guest's vital organs. In The Eldritch Zookeeper you run a zoo packed with unsettling, otherworldly monsters.ĭeceived by a particularly well-dressed skeleton, a cursed zookeeper is forced to manage a zoo full of eldritch abominations, ideally with as little bloodshed as possible. ![]()
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