Author: kiririn51

  • february 26 and march 1

    forgot again to update last friday. the temptation of just playing videogames until late in the night is just too good…

    so for friday progress most of what i did was once again writing after solving a few contrivances i stumbled upon, and then proceeded to work on some backgrounds for project X, then today i kept doing more backgrounds and found out that there is a certain amount of dithering i need to achieve certain feel. Too little and it looks too clean, too much and it’s just a pattern overlay, so photoshop’s color reduction works just alright for what i need.

    my stress has improved dramatically, i’m way more chill everyday now and getting some more exercise too, as a result whenever i focus only on work everything is done quite good! like, before stuff that would take me 6 straight hours of not getting up from my seat i can do in 2, so it’s not like i’m working less, i’m working the same amount of time, but with better results which is making me quite happy.

    newprogrammer made a tool to generate enemies in project D from a model and has made things quite exciting, since i can now churn out new models and make them enemies right away, something that was sorely needed in this phase of development.

    The more i think of the things left to do the more i despair tbh since i’ve said many times i don’t want to spend more than 2 years on proyect d, but we are already one year and change into it and doesn’t feel like we are any close to the finish line, but hopefully our optimizations speed things up.

  • february 25

    another day of writing. i decided to complete all the dialogues for the chapter before proceeding to make the cutscenes (what we wrote down was the plan for each playable level, not the detailed dialogue bits). I was gonna do just the intro and then write stuff as i went along for no particular reason, but i realized that i might as well just do the whole thing and then film the stuff in order to get a better feel for every character.

    writing for games is really weird, man, since there’s gameplay in between i tend to get confused about the length of the dialogues. Moreover, i might have stumbled upon a technical bottleneck with the way i do normal conversation cutscenes, so it probably requires a small rework and integrate some sort of scripting mixed in with some timeline shenanigans.

    all in all pretty comfy, i managed my stress pretty well and did some exercise every hour to not sit for long periods of time. Shaking off the crunch habits has been difficult but i’ve been mostly crunch-free since november or something, and i’m pretty proud of that! i just need to keep improving.

  • february 24

    not a whole lot to report since all i did was write dialogue so i can keep making cutscenes tomorrow. the one i was working on kinda doesn’t fit anymore since i don’t have a good pipeline for detailed traversal for cutscene models, so i’ve decided to make a lot of these cutscenes playable even if they aren’t going to feature any battles or deep exploration. I think it’s for the better, makes for a more unique experience. Yay for creative solutions to dumb limitations.

    i also bought a smart watch thingie so i can keep track of my stress levels since i’m not feeling good again and i feel it’s the same thing i had last year with the anxiety stuff, so imma try to control that while i get stuff done. Call it a long term investment since controlling my health means faster and better work.

    Newprogrammer finished a rudimentary enemy editor and next in the list is a weapon editor, with both in place i’ll be able to churn models like crazy and integrate them fast into the game.

    Small reminder to myself: request a script for character movement that’s just character movement so it can be used during interactive cutscenes.

  • february 22

    i got some stuff to do so i’ll write this real quick.

    • made new ui elements for several interfaces in project x and completed a new background, mostly left over work from last week
    • might have finalized the look for chapter selection in project D, now we gotta hook all that up and continue with the cutscenes
    • next big task is a better enemy and weapon creator for easier content generation (namely model some dude and then give it behavior with a few clicks)
    • note so i can remember to playtest the skill tree at some point this week too
  • february 19

    mostly productive day making a new environment that didn’t need much planning since it’s not playable, and the cutscene that takes place in there. It looks really funny using only temporary assets, but it makes me think about the viability of cutscenes as i’m doing them right now. I’d like to get one of those mocap suits to do em since i focus on rather mundane sequences, but we’ll see what the future holds for us. Newprogrammer made a breakthrough in the work he was doing so things are going rather smooth again.

    See you all monday!

  • february 18

    Spent the whole day tweaking and finishing how scenes and cutscenes are loading, which is something we completely forgot about. So let’s say there’s a cutscene and then we wanna load another scene that starts another cutscene, it’s that kinda problems we had no idea about starting out, but we finally came to a good solution that basically splits the elements of a cutscene in its own scene, then we load that along with the environment it takes place in. Tomorrow i should probably finish chapter selection to hook each button with their respective intros, and start doing some cutscenes with the new workflow. Multi scene editing is very comfy, but not gonna lie, it kinda made everything a mess since we knew shit about that, good thing to take into account for future games. Motivation is still shaky but i still get work done, even if small.

  • february 17

    ughhh still stuck in a rut when it comes to motivation but it’s coming back steadily so i’m not too worried. Between last night and today i managed to write the intro to file 03, and map inside unity the scene i had already drawn beforehand, pretty happy with the layout but i need to find the sweetspot for room length, i feel most of my scenes are pretty short in traversal and outside battles i don’t know how to make them longer-yet-interesting yet. It’s also possible that i think this because i’m not the player, i’m the guy designing everything, but i’ll find out soon enough when i give this to friends once it’s functional. I also did a quick timeline event for a more deliberate exploration phase, and need a clip or an emitter that can lock the player out of sprinting so they can only walk in certain areas.

    i hope i can map the rest tomorrow, since it’s only 3 or 4 more areas that aren’t very complex. Newprogrammer fixed a bug that broke everything for a couple days, so i have to playtest his commits.

    It’s been a rough week, not gonna lie, suddenly losing motivation is linked to something i’m yet to discover, but it’s coming back, just gotta be careful to not force myself while i feel like this and do my best whenever the ideas start flowing.

  • February 15 and 16

    Forgot to write yesterday! Spent most of the day gathering references for the big last scene of File 03 and drew the plans to then proceed to block it out inside the engine. Been also doing some extra research on the subject matter to better have a grasp of the dialogue I need to write.

    While I have a very good idea of how each event and sequence should go, lately I’m feeling extremely unmotivated and I need to find a solution for this. Now today I should be blocking out the aforementioned scene, and write based on the ideas and research I made prior, but I’ve reached a point where I’m not seeing huge tangible progress and it’s making me a bit anxious, as if all the effort we make everyday is not seeing as many quick rewards as before.

    I doubt this is all that’s wrong with my current state of mind, but it might be related. Newprogrammer is still knee deep trying to untangle how scenes are structured currently in order to better integrate asset loading between doors, and a lot of timeline and playable directors no longer want to work, which is extremely worrying. We thought we had something solid but it was shakier than expected.

    A lot of thinking needs to be done here, see where we can cut corners and whatnot. I’ve said this before but I don’t wanna spend more than two years in this project, though sometimes is not even scope (I think ours is very reasonable) but something more complicated, and I’m yet to figure out what’s causing me to get all uneasy. For now I’ll be a bit more liberal with my work hours, and instead of working from 9 to 5 in a mostly uninterrupted fashion, I’ll try to spread it throughout the day in between more mundane and life-related tasks, at least for a couple days just so I can still get work done without forcing myself to produce content I’m not happy with.

  • february 12

    Might have stumbled upon my least favorite part of level design: level design. While i enjoy the shit out of making things look good, i’ve realized i have a hard time coming up with the actual layouts for playable areas. While i’ll eventually find it fun, the growing pains sure are fucked. With this i mean to say that i blocked out the inside of the manor, which was a challenge in and on itself because manors are quite complex structures, even moreso when it has to be explorable, with areas large enough to host battles but also carrying the necessary detail to come across as lavish. It’s hard to explain, but the point is that my brain will need to accept the fact that stuff won’t look pretty inmediatly and sometimes i need to prioritize gameplay over looks. I’ll make it pretty once we settle on a good gameplay setpiece.

    With that “done” I can move on to the last piece of environment work for File 03. This last one is quite complex, and all about looks for spolerific reasons. Once that’s done we can start with cutscenes and craft the encounters however fits best. It’s sort of terrifying but that’s why we completed a whole ass level beforehand! to get used to all the stuff.

    On project X i made a new background, which i freaking love by the fact it’s starting to look like how i wanted valhalla to look. it’s hard to explain, but at the time i wanted an actual pc98 esque look, and while sometimes it has the feel, it still ended up modern (don’t get me wrong, i’m stupidly happy at how it turned out in the end). Now i’m kinda starting to break the code and I hope to keep improving!

    Have a nice weekend, everyone.

  • february 11

    more environment and background work. This time i might have stumbled upon a layout i’m happy with for the fancy place, which doesn’t look that fancy right now but i’ll move on and go back to it once i’m doing the cutscenes of that place, since it’s hard to land on anything solid until i know exactly the usage. Tomorrow then i’ll move to the interiors. Reminder to modify the size of the actual manor, might be too small.

    On project X i made some final tweaks to the bg i was drawing the other day plus a new one that took me a surprisingly short amount of time. Need to research the areas of ships where they do the pew pew so i can do those tomorrow.

    It’s crazy how i don’t enjoy drawing backgrounds in 2d, but since i began using the blender trick it all took a very cool and fun direction.