Author: kiririn51

  • September 2nd

    Finally done with the pending rooms and places, now I can move on for the time being.

    Next step is to apply teleports, battle zones, puzzles, etc. in some other scene. Fun shit!

    Newprogrammer is gonna handle that at the moment, now I have to make some other props and write a bit. Very exciting stuff.

    Some of the places I’ve been working on.

  • September 1st

    It’s that time of the year.

    Finished two floors from the level, 2 more to go and the boss stage. I should have finished all of that today but got a tad sidetracked with some experiments I shouldn’t be doing at the moment (classic of me, really). Though I might just keep working after I post this and wrap all that up. Not like I have much to do for the rest of the night.

  • August 30 and 31

    Almost done with the main “dungeon/stage” for this chapter. A rather simple set up that I hope to keep developing as time goes on and I gain more experience. I’m writing this in the middle of work just to have the archive up before I forget. When I go back to it in a bit I’ll wrap up what’s left to do (three more rooms and the stage where you face the boss) then finally go back to writing before I polish the assets on the rest of the scenes.

    Newprogrammer hooked a first person bit and we talked about integrating grappling moves (something we’ve been wanting to do for a long time) now that we have a better understanding of this engine. Once the dungeon is hooked into the flow then that would be… roughly three weeks? for a full chapter to be completed in very rough shape with stuff being programmed on the fly, so that’s very good. Means we can actually finish an alpha build by early next year.

  • August 25 and 26

    Been busy working on the last environment for the chapter for the past 2 days and it was gratifying yesterday after testing a lil workaround with prefabs that allows me to replace textureless blocks with polished assets in one click. Today though it was quite miserable since my mind wasn’t quite there after not sleeping very well. Dunno how many times I’ll stumble upon the same rock! Please get a nice sleep, to anyone working on anything at all.

    I don’t have an ETA on when I can have a fun layout going on but I’m close. For now… No More Heroes 3 time. Good thing it’s almost weekend.

  • August 24

    Been sleeping late, that’s why I write these at like 3-4am. I don’t work at these hours so no need to worry about crunch. I make a point to do everything I have to do before 8 or 9pm (I start late, too).

    Did another camera set up and environment for the game. Tomorrow I have to look for some animations, and start laying out the last scene of the chapter, which is a fairly detailed “dungeon” type. That one’s gonna take days I think, but it’s alright. I’m feeling very confident with my level design skills now. Once everything is properly tested I can then start polishing with final geometry and textures, then write some more.

    Newprogrammer is feeling better!

  • August 23

    Another day another blocked out scene. Two more to go! (did I say two last time? Well, it was 3 at the end)

    Newprogrammer got his 5G shot and has been feeling quite bad, so he’ll be outta action for the time being. He did say it’s entirely possible to finish this chapter this or next week.

    Now, I don’t wanna be overly optimistic, but if we finish what we set out to do here then it would have taken approximately three weeks to draft it all. That’s having to code things on the fly, too.

    What this means is that we’ll have a very good guess on how long each chapter will take super soon, and with that a better idea on a release schedule.

    Now let’s hope this post gets published because my connection is super dying tonight.

  • August 19

    More level design work. With the map I finished today there’s only 3 left. Two small and one fully explorable level. Dunno how far I will get tomorrow but that’s the work ahead.

    Newprogrammer has been coding the side gig menus.

    After this chapter is complete content-wise and implemented inside the game, the amount of bespoke code and environments should be reduced significantly. Pretty exciting.

  • August 17

    Not a very good day. Got stuck in some font-related issues to test the localization, but I’m sure it happened because I didn’t take breaks. I did finish the side gig menu (just a variation of already existent menus), some particle effects needed for certain game mechanics, and a bit of graphic design for the title cards that show up between loading screens in certain ocassions.

    I won’t waste my time on the font shit tomorrow to get more done. Eventually I’ll have to solve it but I’m mad it took most of my day just to fail at it.

  • August 16

    Blocked out another scene. It’s a small one (like pretty much all scenes in this chapter) but it did force me to get creative with the way it’s done. It’s just two rooms and two hallways which I’ve done before plenty, but this time around it does feel like a real place. Hard to describe but I guess that’s the experience I’ve accumulated since development began showing thru.

    Newprogrammer is polishing all kinds of things and implementing more dialogue. It looks as if it was taking a long time to do so, but he’s also fixing and building new code as he goes along depending on our needs so it’s fine. I’m very curious about how fast the other chapters can be made after this is all said an done.

    Tomorrow I’ll work on some menus and a simple first person camera for a cool segment. If there’s time I’d like to write a bit.

  • August 12

    Finished the set up for the boss character in this chapter and it took me longer than expected since I had a bit of trouble with her HUGE fuckin’ hair and the physics involved. The solution was easy, but I wasted time tryna doing it in Blender and ruining the heat maps of the model set up by the people who made it.

    The problem was that the back of the hair was parented to the head, and i needed it parented to the spine. I blender this can be done easily, but the bone mapping or whatever that’s called gets messed up in the .fbx export process. The solution was really dumb but lovely. Basically just drag the bone in the unity hierarchy to the bone you want as a parent. That’s it. It worked like a charm.

    I won’t show the results because I love her design and I rather show it in some trailer or something.

    Newprogrammer implemented more dialogue and made a list of recurrent issues that gotta be ironed out in the tool.