Category: n1rvanna

  • september 9 and 10

    lots of progress on one really specific thing that had me constantly bashing my head against the desk: cloth physics. thankfully during a sale i grabbed an asset called magica cloth and it worked like a charm.

    if she doesn’t make you play this song in your head then i’m not doing a very good job…

    i almost scrapped her as a playable character because i couldn’t get her skirt to look fine.

    the results are honestly fantastic and can’t wait to implement her battle style! one focused on melee and swords instead of shooty bang bang like the gal i’ve been featuring since the very start.

    I love her.

    Aside from this we fixed some really annoying bugs regarding puzzle interactions, that of which keep being the bulk of work when it comes to putting out fires it seems, and some pesky UI causing clicks from happening?? unity works in mysterious ways.

    on the n1rvanna front, i have a couple deadlines coming up it seems so i’ve been finishing some sprites out of concept art i made the other day, and a new background for the bar since a lot of the story’s backdrop changed in violent fashion and a lot of the visuals need to reflect this. we’ll update you guys soon for real about what’s going on there. Nothing bad is going on (not now anyway), it’s just that we did some kind of rebound in a lot of aspects of the game’s story and a lot of the promotional material out there isn’t even accurate to what we are doing right now.

    everything will make sense eventually, just give us more time!

  • i did my best

    went to see the new apartment, and i’m on the fence… but i was able to come back early and get some work done, mostly on n1rvanna since newprogrammer is yet to finish some stuff i need in order to continue level design in project D. worked on a long overdue design for a character we’ve been cooking for a while, and instead of being an asshole about it and keep it under wraps, here’s a doodle i made along with their character sheet.

    We also went knee deep on other narrative matters such as scheduling the order of the in-game days and which customers should show up at x or y date, and where to fit sam’s own arc.

    Tomorrow is friday and i possibly move this sunday, but like i said, i’m still on the fence about that… i really like my current place.

  • 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.

  • 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.

  • july 31

    almost done with a new map in project d. if i get clever with textures it might be my favorite so far. More character design, and kept supervising the n1rvanna tool which has some new features we totally forgot to include…. like being able to save a project in any folder and give it a name, lol, but didn’t take long, a couple hours at most, the rest went into polishing the quality of life bits.

  • july 30

    more work on tool, more work on character design. actually, this is the first time in a loooong time where most of my day went into just drawing, not making actual assets but actually just drawing and having fun with concept art. it was a long overdue thing for a bunch of characters but hey, development just recently picked up steam again, so yeah. Also got some nice music sent. Feeling like sharing a track or two in a future update…

  • character design and more ui work

    today’s been mostly supervising the progress on the tool, doing more pending screens in n1rvanna (most of them are done and require some juicing up, others are yet to be included, like a good ol title screen but i’m already on that) and doing on character design/sprite work. August is upon us and i really wanna get a lot done in the coming weeks, hopefully that’s the case!

  • July 27 & 28

    Newprogrammer is still grinding stuff for the story editor. The last of the requested features are already in and now some leftover quality of life stuff is on the way. One thing we need to do is a basic-ass file browser but that’s just a couple clicks away.

    It’s kind of a never-ending thing and we are aware of that, we are just trying to keep it to the point where it’s just adding features quickly and attend other pressing matters.

    On project D I began laying out more environments, to little success since it was a failed set up I had come up with, but still learned quite a bit about some of unity’s tools, so no wasted effort there.

    Currently doing more UI work, this time the mission selection screen in n1rvanna. It’s gonna make sense later!

  • ui work

    it’d be a spoiler to show what i’ve done, but i can guarrantee is very AESTHETIC and cool-looking. Only a couple screens more and after this i’ll only have to worry about content assets (sprites, cgs, animations), which are the most uhhh, difficult and time consuming i guess, but they feel lighter to me than work on the interface, god knows why.

    newprogrammer is adding some features lark requested for the editor so he’s been on that all day. Shit’s going smooth, man.

  • drawin all day

    when it comes to art is a bit harder to write a witty update cause it’s like, yeah i was drawing all day. there’s not a lot to it, mostly assets for the screen i was talking about in my previous post and continue the work on the poster, which i’m loving quite a bit.

    with the editor almost done newprogrammer has been implementing lark’s wishlist for features, and from the original nodes only two are left. Yay for progress!