Author: kiririn51

  • friday progress

    might need to fix my sleep cycle since i can’t keep writing these on the wrong day.

    not a lot happened but a lot still happened. i basically began sketching our first level! and it’s going pretty well, i can easily set battles up with our tools, and even made the boss appear at a room, plus all the work made with fixed camera angle tools paid off as well. in short the game is finally coming together, all pieces are falling in place and i couldn’t be happier.

    for level design i’m using pro builder which can be found in the package manager inside unity, as well as pro grids to keep everything tidy.

    The vertex colors are just to break up the white pattern, i’m not defining anything yet.

    Battle transitions work just perfectly and the boss battle kept functioning
    even when i misplaced some transform positions, which made me even happier

    massive props to newprogrammer who keeps getting better and better at this programming thing and all his contributions have been a huge part on why i’m able to just start sketching levels.

    the next part would be to integrate the inventory system with the puzzles and that should be easy enough. after we are done with level sketching we’ll work on other pending things such as upgrade systems and gamepad support. there’s going to be 6 levels in total, which should make it a fairly short experience but a tight one, i don’t wanna spend a lifetime making this.

  • yesterday again

    finished a couple characters that needed tweaks, though one of em was basically overhauled. I sent them to the 3d studio in charge of bringing them to life and i should be getting the full schedule this monday.

    Here’s one of the characters because i really love her.

    she’s the boss of the agency in project D, it’s gonna make sense later.

    Other than that I finally playtested the first boss without stumbling into weird bugs and glitches, which felt really really really good, as the only things remaining are aesthetic adjustments. Super pumped about this.

    Next i need to come up with enemy designs to finally show some gameplay with polished assets. in the meantime i need to take care of the ui overhaul (mostly change up the life and energy bars) and visual effects. I’ll likely take the day to do those two, mostly the vfx stuff.

  • 3/11/2020

    I did work yesterday but fell asleep before I could write down things.

    • adjusted hitboxes and ui, enemies are now easier to select
    • we need to make it so the boss only summons one group of enemies
    • adjust the shadows so the don’t change size when debris is moving
    • finished a n1rvanna poster and a new logo proposal, still needs tweaking
    • pestered the 3d modelers some more, gotta send some concepts today.
    • speaking of said concepts, they need some adjustment before that
    • spoke with musicians about new songs based on the artwork I did, it’s turning out pretty great so far.

    things I wanna do after I write this

    • vfx studies
    • implement gamepad controls to project D since i don’t trust point and click anymore, or not enough really
    • adjust the concept art to be sent today

  • Setting the record straight

    If you stumbled upon this page don’t worry, it’s not meant to be secret, just a simple record of daily work on our projects.

    Today I playtested and found the following bugs in Project D:

    • Hitboxes are too large and need to be adjusted.
    • UI prevents enemies from being clicked

    Other than that it looks like we are close to enter a polish state.

    Things I did

    • Made a promotional poster (took me way too long, almost three days)
    • adjusted running rifle animation

    Things I wanna do when I wake up:

    • either churn assets from the excel sheet or keep studying VFX
    • Keep bugging the character modelers

    That’d be all.