Author: kiririn51

  • finally

    finished every section except the boss room, so monday i can either spend the whole day doing that room, or finish that one partially and focus on the story cutscenes while newprogrammer does the enemy integration. As i’ve stated before, being done or finished with parts of the map does not mean i stop working on them, they are merely textured, connected and lit close to the final vision, but are still lacking things like props, more texture variations, decals, stuff like that. The thing is that for me atmosphere is so important to the experience i need at least a preview of it. I realized i can’t playtest levels as grayboxes because unless it’s been carefully planned (it’s never carefully planned with me) i’ll always have that nag in the back of my head that i won’t know how to make stuff look nice after the flow is done.

    it’s all about the learning experience… it’s my first time doing a commercial game that’s not a vn, so there’s a lot of growing pains. Next Game was supposed to be the game that made me go through this, but now once we are back to that one it’s gonna be both ready faster and better built.

    anyway, that’s it for this week. Done with a lot of the grind and i’m pretty happy about it, so on monday we start with a lot of the fun stuff, like making new skills, attacks, neat augments that change battle parameters, new enemies, story cutscenes… The real project d starts now!

  • disappointing progress

    continued the grind but i lost so much time fixing a big problem i had with the lighting and the use of emissive materials, i almost even lose the progress i made yesterday with the new sections because i didn’t commit my changes last night… so yeah. Crisis averted though…

    newprogrammer is still fixing some issues in the behavior for the boss, and his work yesterday looks great and battles have once again lots of juice. gotta fix an issue where they stay white after being hit.

    god, i have no idea what will happen tomorrow cause i do have so many things to do and after the problems i ran into today i’ve been feeling like working extra hours, thing i would like to avoid. Maybe I should focus on connecting all sections and finish the third one before i go back to adjust all rooms and lore files to the new plan, cause that’s what i was about to do before looking at the clock.

  • november 4

    lots of good work, especially on the new sections of the map. it is my wish to finish em up tomorrow at least partially and begin the content bits asap to begin the story cutscenes.

    gonna keep this one short cause i wanna go to sleep.

    things to do:

    • fix lighting to avoid using emission materials
    • reconsider if i want another lame hallway for the third section
    • playtest newprogrammer’s work from today
    • for fucks sake, finish the pending boss designs to send the batch to be modeled

    preview of one of the bits i did today

  • inspiration cut short

    this morning i made some really good progress on the other two sections, as i already know what i want and how to do it, mapped a lot of it, but had to visit the eye doctor after lunch and see if i had any big issues since i got some spooky symptoms, but everything came out fine except the doc applied these drops that turned me near sighted and photo sensitive until probably tonight… so those sections are gonna have to wait till tomorrow.

    I feel really good though, nothing like confirmation from a professional that i’m indeed not going blind anytime soon.

  • creative block

    so i did make progress, but mostly on the practical/grindy side of finishing the connection between sections of the level by setting up their cameras, waypoints, battle zones, etc. but as I tried to map further i had no idea what i wanted to do, kinda settled on something but now i’m not sure again. So far my frustration with level design is not exactly coming up with puzzles or anything like that, but rather making it all look good and sensical from an aesthetic standpoint, and I really need to hit a groove of sorts that allows me to come up with more cohesive designs. I’m close, but not enough and it’s really annoying…

    For now i’ll just call it a day, feed my brain a bit and then open unity again if i come up with something later tonight.

  • october 30

    not much heavy hitting progress on my end as i just made props and textures while thinking about the layout of the other sections and playtesting a new feature of the puzzle system. Played around with the ps1 shader’s cubemap support and made some really good looking stuff in the entrance area.

    Looks great coupled with the baked lighting model.

    i’m entering a kind of cerebral phase to figure out more fun stuff i want players to go through, so logs might start reading more vague than usual.

    That’d be it for this week. I’ll likely won’t work either monday or tuesday for i have to visit the doctor.

  • october 29

    all issues from yesterday seem to have been solved except for the weird bullet thingies from the enemies. Added much needed i frames to the player after receiving impact, made the entrance to the level and set up the connections to the other sections from the main hub. playtested some more and noticed there’s really wonky transitions during the boss battle when cutscenes are activated but i think i can solve that with timeline.

    some stuff to do:

    >camera and cursor triggers for cursor-based puzzles (pretty much the last thing to do feature-wise, at least for this section/level)
    >model new funiture for the entrance section
    >polish the aforementioned transitions from gameplay to cutscene
    >send new designs to the 3d team
    >finish outline for the stage and plan the remaining bits of it

    no idea when the whole chapter will be done but it’s gonna be interesting to focus mostly on juicing up and fixing from now on in parallel to actually making the content.

    Gonna wrap things up and test whatever newprogrammer throws at me for the rest of the night.

  • october 28

    so there’s many issues that just came outta nowhere, like the player jumping and changing positions when shooting destructibles (and only happens with those..), enemy behavior being all erratic (bullets stuck in the air, grenades going through the floor) among other annoying stuff. No idea why everything’s suddenly acting weird and it’s worrying me plenty. Aside from the playtesting where i saw all of this i worked on a couple props and tidying up the scene replacing some of the placeholders, improving the lighting in some of the areas to start building the other section. I managed to play without stuff breaking (aside from what i mentioned) and it felt incredibly satisfying, so while that’s being fixed i’ll work on the rest of the level and its puzzles, for which i’m very optimistic since the tools we have for the game’s flow are proving to be solid as hell. it’s the combat where most of my headaches reside.

    On project X I worked on some of the characters and began exploring some alternatives for the main layout. X is an adventure game, a classic genre where everything has been said and done, but i want to strike the perfect balance between it looking amazing from any shot and keeping things comfy and fast to produce, so i’d like to think this one through. right now i settled with small portraits while we get a feel for everything and then we’ll see where it takes us.

    Lots of exciting work lately, if only D’s combat wasn’t such a clusterfuck below the hood.

  • october 27

    more grind, including a return to project x now that its writer can work on it again, so i sketched part of the UI inside the engine and made a lot of new elements. tomorrow i’ll probably do some sprites for it (there’s very few characters, so this is gonna be comfy) and some concepts.

    on project D i did more playtesting and will likely keep doing that after this post as newprogrammer fixes and adds things. right now battles for some reason refuse to end, and we gotta find out why. the destructibles i mentioned yesterday are done, and i finished work on new particle effects for bullet impacts that need a lot of tweaking but look certainly more flashy than the previous ones. sound also needs to be adjusted in that department. There’s some props i need to make and texture sets to be finished, but if i do everything today my brain will likely shut down. I haven’t crunched in a long ass while and won’t go back to those pesky habits anytime soon.

  • october 26

    apparently the blog was down?

    lots of work done today. finished the new second phase i came up with for the boss encounter, now i need newprogrammer to make the destructible elements work… we should prolly look into a “destructible maker” of some sort so i can do it myself in the future. Tasks included doing a new cutscene and set up the battlezone with the cameras and stuff, need to tweak this further.

    had some issues with particle effects, most likely because i made it with local parameters from a prefab, but might be talking out of my ass. from now on i won’t make particle systems inside another object cause it worked when i did it again like that.

    stuff to do: new particle effects for damage effects, look into shader swap for enemy fade outs and, again, damage effects (attacks are currently lacking much needed juice), and a new texture set for the current map, as i just finalized the outline for this in my head and pivoted just a bit on its reason-to-be.

    Hopefully i can keep this pace.