more work on the story editor, this time mostly on my side as i’m gonna use godot’s incredible graphnode tools for this. This engine has it all and it’s the gift that keeps on giving.
i have a personal goal with this, and it’s something i wanted to do in valhalla, but since we didn’t make the dialogue system and what we had ended up being an unusable mess we couldn’t, and that’s releasing content creation tools for players to make their own custom scenarios. Don’t take this as a 100% confirmation, i’m just putting this out there cause it’s something i really want to do.
Finished polishing animations in Project D and, very important, defined a solid pace (this is gonna make sense later). Newprogrammer fixed some awful code. There’s still a massive bug that’s a pain in the ass during playtesting but we will check it out once n1rvanna is stable.
Speaking of which, content can now be created with the story editor. It looks ugly and lacks nodes for other game elements like music but we can now start to port all of the content that was already made in the other engine. The porting process was pretty quick, now to continue grinding nodes.
if the URL says June 3rd, that’s because i made a typo in the original post.
substraction fades are the fuckin tits, i just wish i had a big enough brain to solve issues with coroutines in unity. the solution to a problem i had where the character didn’t want to move to the other room was solved by disabling the player controller. nothing makes sense and wasted an embarassingly long amount of time until the actual sukeban programmers pointed me in the right direction. next is more playtesting of this level and prepare it for when the finalized enemy assets come in. I can savour the public demo!!
on n1rvanna more nodes have been made, nothing new in that front, just a grind since we are in the last stretch of tool development.
and i’ll be happy with the current flow of the levels.
also, i’m using a new shader and new post processing to bring back the dithering. On n1rvanna we are still doing correspondent nodes to make the content. It’s progress that doesn’t really have anything to show but good nonetheless to report.
today most of the work on n1rvanna has been trying to build as much nodes as possible in the content editor in order to have the tools done as soon as possible. ran into a few issues that made the process slower but hopefully this will be over soon and ship a demo. I also began grayboxing new stages for project D that are gonna be used for cutscenes only or with limited exploration. These are my favorites because baking lighting is comfy and looks great.
In that order of ideas, I do have to look into portals so i can make chunks of the big levels their own thing so lighting isn’t a nightmare. That way i can keep things seamless, but we’ll see, since a classic survival horror fade-to-black transition can help with the pacing. It’s one of those cool videogame things i really like.
Not a whole lot of visual progress since most of the work has been code and planning. The planning right now is regarding the level for the project D demo. Been having issues with what i want to accomplish with this map and general outline of the story and it’s been kind of my hurdle at the moment. The models for the enemies and boss battle are almost done too and can’t wait for their implementation.
There might be a bit of a creative block too, but nothing that a little fiddling can’t solve. I’m getting to the point where i have to take some important decisions about the scope since i don’t want this to be a long term thing.
On the n1rvanna front it’s been just code. The game has already been ported over to the new engine and now we are developing the tools to create the content. It’s gonna be a cool node editor that’s gonna make creating responses for any case we want a breeze, and with the new features we implemented it’s a very necessary thing to actually see where things are heading.
here’s a gif of the cocktail creation i talked about the other day. You can give it a name, a description and an icon. It will then be saved to the recipe book.
i’m always careful with not revealing too many features from n1rvana, but fuck it, we (almost) finished these today.
So what you’re seeing here is something we’ve been meaning to do for a long time, which is basically giving players freedom to just serve whatever and have characters react to that whatever. Once you mix your ingredients, a confirmation window will show up and if it’s not a cocktail in the recipe book it will just generate a template that you can name and give a description to, even choose which icon it’s going to display, then it will be added to the recipe book for future reference. Essentially, you’re no longer locked to just serve or mix stuff from the calicomp terminal – we going open world, in a manner of speaking.
It’s not 100% done yet, we have to test it more in depth along with the game’s flow but it’s almost there. Tomorrow is a big playtesting day so let’s cross fingers.
Still working on the mixer parts of the framework and adjusting the shaking minigame you probably saw on some gameplay over at youtube. ran into some issues since, well, new engine and some things are a bit obscure and/or lack the same amount of resources as more popular software but we managed to fix it and we are now spearing ahead with the rest of things. Tomorrow we’ll likely playtest the shit out of the flow, include one last feature and begin the work on the node editor.
Went back to the previous dungeon and did a massive overhail to the assets. Nothing drastic, but allowed me to quickly decorate the walls.
For a brief explanation: i might be mentally challenged, because i already take advantage of these tools and whatnot. the thing is that i previously would sketch out the level using polyshape in probuilder, and then painstakingly decorate everything, wall by wall… with the small adjustment i made, i did the simplest trick know to mankind: wall modules using prefabs. I know, i know, a seasoned unity dev would surely say that this is the obvious way, but i’m slow and didn’t occur to me despite this exact same process being key to larger levels, like the favela-looking one.
with this work flow i was able to turn hallways from this
to this
please don’t point out the different lighting, i know it’s a drastic change and the lighting is not the point, but rather how quickly i added detail to the walls by using prefab modules. i’ll adjust the lighting later. What i appreciate the most about this is that i no longer have to go placing lamps, lights and other details wall by wall around the level, and now i’m going to use this for future levels. This also incidentally allows for procedural generated levels…
on n1rvanna we went over what needs to be done for the mixer and work is already under way, some first tests are expected to be done today. not much to say other than that. yeah i know, n1rvanna is in a tricky space when it comes to project relevancy and has more secrets that need to be kept secret for a while longer, but bear with me – a vague update is better than nothing.
for X i continued doing the sprite, which is taking longer due to lack of a good reference for the materials and color palettes i want to use, but it’s looking good none the less.
reminder to go over the preliminary geo sent by the 3d team and point out quirks, and design two important characters for the favela-looking level.
Been debugging the dialogue system in n1rvanna before proceeding with adding the mixer. First bump in the road but wasn’t too big, still on schedule. Finished some other screens such as the mysterious game mode i mentioned and now i need to do the hub and some others, but those will take longer as i have to draw new graphics for it thanks to some ideas i got.
on X i’m almost done with the new sprite, reminder to export ui elements and watch some sci fi films to get even harder in the groove. Planning stages for the next level in D are still underway, currently waiting on new models to start polishing stuff for a public demo(!)