Author: kiririn51

  • october 23

    guess what, i did both things: polished the rifle mode and made cutscenes! so that’s something cool. playtested a bunch and found some pesky bugs that only occur when you use a rifle, like getting stuck sometimes between turns, plus enemy bullets not shooting properly during battle was a new one.

    i want to change how weapons are set up but i’m almost sure it already works how i envision it, i just haven’t made new ones in a long time so i have to test that.

    here are a bunch of bugs in action. we have to fix that muzzle, both aesthetically and the fact it’s still active during the victory screen too, and make like an actually good animation for that same victory screen! this one was made in a rush just to have a rough idea of how it should work. victory results are also placeholder.

    more tweaks include giving everything more juice, like enemy animations upon impact, better particle effects, etc. there’s a lot to be done for this to feel truly satisfying, and after i’m done with the 2nd boss phase we’ll probably focus on that.

  • october 22

    made some props for a new part of the setpiece, we just need the thing i mentioned yesterday about being able to link two separate battles. newprogrammer fixed the attack range and it looks great! he also adjusted the colors of the target rings to accomodate some visual cues for when your objective is being blocked by something else, be a prop or another enemy.

    tweaked some of the rooms ever so slightly and began work on a new promotional illustration for n1rvanna (this one took most of my day), since an announcement is coming… don’t know when exactly quite yet, but i want to have art ready for that.

    i’ve been delaying polishing the rifle mode all week now lol, i REALLY should get on that tomorrow, but knowing myself i’ll just keep doing cutscenes if newprogrammer does the battle zone tweak for multi part battles.

    (nevermind the above, he already did that so my brain is gonna fuck up tomorrow, i just know it.. let’s see which task gets to be done tomorrow!)

    edit: forgot to note that newprogrammer fixed a weird bug in the n1rvanna story editor, but it was so quick i forgot to archive that here.

  • october 21

    lots of progress today on the sound department. i was able to quickly whip out an adaptive sequence using timeline hacks (bless this tool). The camera and targeting quirks were fixed, gotta tweak some more stuff but it’s not the disaster i saw yesterday. Also did more n1rvanna art i can’t show… plus we revamped how the area of attack is shown for the player since projectors were giving us some headaches.

    next i have to polish the “rifle mode” with the new animations, maybe even make a new rifle altogether (using one i made super quick like a year ago), do another sound pass for things like footsteps, add a new functionality to the puzzle interactables and the cutscene that connects a victory against the boss to the other section of the level.

  • october 20

    More playtesting, more n1rvanna concept art. Found two nasty issues, one already solved (some prefabs had duplicated scripts due to dumb reasons), the other is that by changing the camera the target issues came back sooooo…

    started working on the audio for the bossfight by doing the behaviors and parameters in fmod, then to do the actual scripting.

    pending things to do short term

    • an actual death cutscene for this boss fight instead of the current placeholder
    • the event that happens after the fight

  • october 19

    back to work after a well deserved weekend rest. been having some quirks with my vision so i’m gonna have that checked sometime this week and take it easy.

    not a whole lot happened outside playtesting but we finally fixed the quirks with the targeting system and the bossfight plays out as expected. now i gotta make it look prettier and do a couple of extra sequences. Looks like i was right and the whole thing was going to be ready by now! I need to do further playests to finally get around a bunch of long delayed tweaks.

  • october 16

    more concept art, but this time n1rvanna focused along with finishing the outline for several characters in the story. Newprogrammer is currently struggling with the targeting that’s causing issues when there’s a lot of elements far from or outside the attack range.

    Sort of a slow day with mostly grind.

  • october 14 and 15

    not a whole lot since most of my work at the moment consists of playtest and drawing concept art. The boss for the set piece is almost there, we just need to fix some issues with the targeting system (it goes insane when you suddenly have a bunch of environmental things you can shoot). After that is done we will tweak the interactable system to support clicks (again) since there’s a pretty confusing puzzle at the end that would benefit from a top down camera to click the elements inside it instead of manually moving the character around (found out about this after seeing newprogrammer get lost in that specific bit). item mixing is working great, i love how it looks, just need to add some juice to recently created objects.

    been also writing some character outlines for n1rvanna, but that’s gonna extend to tomorrow since i’m pretty tired and i have a sort of creative block right now. Hopefully when i wake up my hands will move on their own.

  • october 13

    setpiece done except for the actual fight and a game over cutscene, puzzles done with their respective cutscene this time for real. lots of playtesting, sound tweaking, bug fixing, and building the boss fight. Everything works so far, game didn’t break while i was working on the sequence. I’m really optimistic in that we will have this ready by sometime this or next week depending on the number of snafus. we got this!! vertical slice soon my dudes.

  • october 12

    lots of playtesting and tweaking and fixing, kind of glad most of the things causing issues were oversights from forgetting to set up stuff correctly.

    • fixed an issue where the item crafting wouldn’t reset properly
    • added a cooldown after battles so the battle area doesn’t spawn again in the same place, making you fight over and over until you step in the right spot when it ends
    • added missing signal receivers to several playable directors that were preventing me from making progress
    • initial set up for the setpiece is complete, now we start designing the behavior for the midboss
    • made a bunch of new cutscenes for the puzzle sequences

    gonna keep playtesting for a bit longer after this then gonna try to go to bed early-ish. stuff is going very well, and i’m actually a nervous mess since we are nearing the point where the vertical slice will be ready enough to get feedback from others. Would have loved to do this earlier in development but i wasn’t expecting this game to be such a learning experience. I think that if we began making this game today with the stuff we know already about how to build it, we would have this year’s worth of progress in about two months or so… which in turn makes me excited for future projects !!!!!

    tomorrow i’d like to both keep playtesting and design more characters, there’s a bunch i wanna get ready for a trailer.

  • ocotober 9

    made a victory animation and worked some more on the level, this time scrapping one of the most important rooms for something completely different and it looks really good so far!

    newprogrammer has been working hard on the rest of the items and a lot of it needs playtesting. one of them being the victory sequence but apparently the game is breaking when a battle is over, so we gotta look into it.

    i’ll likely work tomorrow and i want it to be mostly playtesting to further polish things, and then begin on some promotional artwork.