Author: kiririn51

  • Wrapping up early

    more progress on the level, mostly coding gameplay elements that flew under our radar like a reader(?)… think of those screens that show up when you pick up a magazine or a book in resident evil and there’s the contents on the screen. some fixes to how door transitions change the camera angles, and general work on event triggers that will see a lot of use thanks to its timeline integration.

    I’m really excited about progress right now. Tomorrow i’ll go see the new place i’m likely moving to, that means sleeping early tonight and doing some other chores. Guy said it was gonna take like an hour so i’m gonna believe him and hopefully that’s the case.

  • september 1st

    forgot to post this on the 1st

    disregard the above, this log is for my work on september 1st, i just wrote it at like 12 am of the 2nd.

    grenade attacks 80% polished!

    needs more sound effects and maybe not have the listener in the player…

    Also partially did the first polish pass to one of the puzzle rooms, 7 more to go which seems a lot but i got hella distracted today.

    you gonna see a lot of flowers in this level.

    With this came a lot of props, so i worked on them too. Tested the new notification system and it seems to work alright.

    There’s so much shit to do tomorrow. By the way, as mentioned yesterday i won’t be able to work at some point this week due to moving places, but it’s possible i do that over the weekend. I’ll go see the stuff this thursday and see what’s up but that’s allegedly gonna take less than an hour.

  • easy day

    man, tomorrow will be september. what the fuck is time even!

    today we made some big progress. brought in sophie to do puzzle design for the levels and boy, it was the right choice as it lifted a bunch of weight off my shoulders, allowing me to focus where i have the most fun (important). More work on the new drone enemies, more specifically the grenade attacks and some impact effects, some sound work and character design.

    It’s possible i won’t be able to work for a couple days this week, as it’s likely i’ll be moving real soon from my current place to a bigger one.

    If i don’t fall asleep like a loser i’ll probably just go back to work and prototype this puzzle plan.

    check this anime-ass sound for the explosions.

  • august 27 and 28

    fixed the funny doors, made more props, adjusted particles for the new attacks, newprogrammer began coding the behavior for the new enemies, a much needed notifications system and polishing some other enemy behaviors. More work on the level and the writing.

    On n1rvanna we finally came to an agreement on where things should head story-wise. not gonna go into details but it was a pretty nasty week, but things should be smooth from now on in this regard. Big steps ahead.

  • yeee dungeon making baby

    so i did end up working on the level, just late because of some bullshit but i will keep working after writing this. so far just a bunch of prop making, fixing some quirks with how doors worked (looks like it was a bit finicky with assets made in blender instead of pro builder) and in general just making stuff happen. tomorrow we’ll likely code the new enemies i modeled and add whatever stuff comes up while i build.

  • august 25

    instead of doing the dungeon i ended up running a couple tests on modeling enemies myself, since most mooks don’t need to be super detailed. Dunno why i feel bad about this hehe, like, i legit got like a gut punch but this one was pretty important to get going since i might need to speed up generic enemies with less detailed geometry and texturing, and save main characters and antagonists for the actual 3d team with talent and time in their hands.

    Other than this more work on the backend of the character menu was done, as well as more writing. Tomorrow i do hope to go back to the dungeon proper.

    i made these two pretty quickly

  • i’m tired of being caught in the tangle of their lives

    Lots of progress in the funcionality side of things. we got weapon customization and augments working now, as well as the nice visuals for it. now we gotta find a way to introduce this content in a comfy way and i’d say we are pretty close to get it right.

    there’s also been some heavy writing work on both n1rvanna and project d and we are in fact butting heads over it. I’m more of an action type guy and i frankly hate planning things, but here we are. at least i got out of my rut and was able to establish most of the key points in the story we wanna tell in project d for this particular mission, and that’s a good thing.

    tomorrow i’ll go knee deep into dungeon design once more, but like, actually mapping it inside the game now that i have a solid method going on.

  • these people

    more work on the ui and playtesting. allegedly we fixed a big one where the enemies would stop moving until getting hit again after a canceled attack; a mechanic that was completely accidental, we never designed enemy attacks to be canceled by the player, it just happens in the right window and we left it there, but it had some unexpected consequences.

    the menu is not done yet but this is the format we are pursuing for it.

    the camera works ignoring timescale so it moves while the menu is in use. pretty funny stuff!

    i still feel pretty bad over not being able to keep creating content and having to make do with usual under-the-hood things, but we gotta keep the engine running.

  • i’m tired of earth

    so i’m officially in a hard creative block and i feel like jumping from the top rope to headbutt the mat. it’s really frustrating because it’s the only thing keeping me from just plain keep going with the plan.

    Yesterday there was more brainstorming and some concept art done, merenge as always doing a fantastic job. nenwprogammer is still integrating the ui stuff on my new design and it’s looking great. the animations are very satisfying and it’s addtive to press the buttons and see the things move around.

    We did do a lot this week but still feels wasted since we have everything in place to just do what needs to be done, but here we are. Not gonna give up though.

  • more planning, some ui work

    newprogrammer suggested that instead of wasting time musing about what to do for the plot of the demo (because every other level is basically laid out already) we can go ahead and finish what’s left of the main menu in-game, so we went for that today pretty late since we had life stuff a bit in the way. We’ve been on this AND planning things out. I had to do a lot of last minute tweaks to said UI since the original layout had some fundamental issues that i was sure unity was going to absolutely hate and bite me in the ass down the line, so yeah, stuff.