Category: progress

  • march 8 and 9

    didn’t do much on monday aside from helping newprogrammer to test the enemy maker tool (needs a lot of polish but we getting there) and brainstorm about the story. Today I focused mostly on the writing and finished another scene leading to a big gameplay segment. There’s an unexpected amount of text now and i think our dialogue system won’t be up to the task, and i’ll have to think in ways to make it better.

    If everything goes well i should be done with chapter 3 this friday, then monday we do our best to finish pending technical tasks that keep arising whenever i’m sure it’s just gonna be content generation, so i won’t say that anymore and just keep working.

    In other news, june released a song they made a while ago for n1rvanna, it’s one of my favorites so go check it out!

  • march 4 and 5

    Even more writing! It’s all been quite fun, crafting dialogue while working chill without pressure is honestly quite comfy and could get used to this. I’m little over half the entire script for this chapter and the team seems to like it a lot, which makes me very happy.

    Newprogrammer pointed out a few weird things regarding the timeline of events, and I’m really glad he caught on those since I feel my strong suit is character dialogue, not details of the world outside the room in which these people interact with each other, must improve that side.

    For project X I made a cool face set to turn into pixel art later but works as a placeholder. Sophie told me that way she can get a better grasp on how the character speaks and I found that really cool. Might get a bit crazy with the angles of those facesets once i get into the meat and potatoes of the final versions.

    It’s all coming along very well even if slow. Well, it seems slow to me, maybe I’m actually doing it at a really good pace… Guess I’ll find out in due time.

  • march 2

    More writing work. I feel like I’m going slow but at the same time at an acceptable rate? I really don’t wanna rush my dialogue, but I wanna write MORE per day. It’s important to keep myself clear minded and just make everything flow, so as long as I do a good chunk everytday it’s gonna be alright. Moreover, I’m already halfway through with three more playable areas to write for, and I’m guessing they won’t be as word-heavy as the first half that needs to set up a bunch of things. I’ll find out once I get there.

    In other news, I might take a week at some point this month to make a complete game and release some pent up creative feelies and learn some stuff I’ve been curious about. It’s only an idea for now, might just wait for Ludum Dare but I’m not sure if what I have in mind can be done in 3 days.

  • february 26 and march 1

    forgot again to update last friday. the temptation of just playing videogames until late in the night is just too good…

    so for friday progress most of what i did was once again writing after solving a few contrivances i stumbled upon, and then proceeded to work on some backgrounds for project X, then today i kept doing more backgrounds and found out that there is a certain amount of dithering i need to achieve certain feel. Too little and it looks too clean, too much and it’s just a pattern overlay, so photoshop’s color reduction works just alright for what i need.

    my stress has improved dramatically, i’m way more chill everyday now and getting some more exercise too, as a result whenever i focus only on work everything is done quite good! like, before stuff that would take me 6 straight hours of not getting up from my seat i can do in 2, so it’s not like i’m working less, i’m working the same amount of time, but with better results which is making me quite happy.

    newprogrammer made a tool to generate enemies in project D from a model and has made things quite exciting, since i can now churn out new models and make them enemies right away, something that was sorely needed in this phase of development.

    The more i think of the things left to do the more i despair tbh since i’ve said many times i don’t want to spend more than 2 years on proyect d, but we are already one year and change into it and doesn’t feel like we are any close to the finish line, but hopefully our optimizations speed things up.

  • february 25

    another day of writing. i decided to complete all the dialogues for the chapter before proceeding to make the cutscenes (what we wrote down was the plan for each playable level, not the detailed dialogue bits). I was gonna do just the intro and then write stuff as i went along for no particular reason, but i realized that i might as well just do the whole thing and then film the stuff in order to get a better feel for every character.

    writing for games is really weird, man, since there’s gameplay in between i tend to get confused about the length of the dialogues. Moreover, i might have stumbled upon a technical bottleneck with the way i do normal conversation cutscenes, so it probably requires a small rework and integrate some sort of scripting mixed in with some timeline shenanigans.

    all in all pretty comfy, i managed my stress pretty well and did some exercise every hour to not sit for long periods of time. Shaking off the crunch habits has been difficult but i’ve been mostly crunch-free since november or something, and i’m pretty proud of that! i just need to keep improving.

  • february 24

    not a whole lot to report since all i did was write dialogue so i can keep making cutscenes tomorrow. the one i was working on kinda doesn’t fit anymore since i don’t have a good pipeline for detailed traversal for cutscene models, so i’ve decided to make a lot of these cutscenes playable even if they aren’t going to feature any battles or deep exploration. I think it’s for the better, makes for a more unique experience. Yay for creative solutions to dumb limitations.

    i also bought a smart watch thingie so i can keep track of my stress levels since i’m not feeling good again and i feel it’s the same thing i had last year with the anxiety stuff, so imma try to control that while i get stuff done. Call it a long term investment since controlling my health means faster and better work.

    Newprogrammer finished a rudimentary enemy editor and next in the list is a weapon editor, with both in place i’ll be able to churn models like crazy and integrate them fast into the game.

    Small reminder to myself: request a script for character movement that’s just character movement so it can be used during interactive cutscenes.

  • february 22

    i got some stuff to do so i’ll write this real quick.

    • made new ui elements for several interfaces in project x and completed a new background, mostly left over work from last week
    • might have finalized the look for chapter selection in project D, now we gotta hook all that up and continue with the cutscenes
    • next big task is a better enemy and weapon creator for easier content generation (namely model some dude and then give it behavior with a few clicks)
    • note so i can remember to playtest the skill tree at some point this week too
  • february 19

    mostly productive day making a new environment that didn’t need much planning since it’s not playable, and the cutscene that takes place in there. It looks really funny using only temporary assets, but it makes me think about the viability of cutscenes as i’m doing them right now. I’d like to get one of those mocap suits to do em since i focus on rather mundane sequences, but we’ll see what the future holds for us. Newprogrammer made a breakthrough in the work he was doing so things are going rather smooth again.

    See you all monday!

  • february 18

    Spent the whole day tweaking and finishing how scenes and cutscenes are loading, which is something we completely forgot about. So let’s say there’s a cutscene and then we wanna load another scene that starts another cutscene, it’s that kinda problems we had no idea about starting out, but we finally came to a good solution that basically splits the elements of a cutscene in its own scene, then we load that along with the environment it takes place in. Tomorrow i should probably finish chapter selection to hook each button with their respective intros, and start doing some cutscenes with the new workflow. Multi scene editing is very comfy, but not gonna lie, it kinda made everything a mess since we knew shit about that, good thing to take into account for future games. Motivation is still shaky but i still get work done, even if small.

  • february 17

    ughhh still stuck in a rut when it comes to motivation but it’s coming back steadily so i’m not too worried. Between last night and today i managed to write the intro to file 03, and map inside unity the scene i had already drawn beforehand, pretty happy with the layout but i need to find the sweetspot for room length, i feel most of my scenes are pretty short in traversal and outside battles i don’t know how to make them longer-yet-interesting yet. It’s also possible that i think this because i’m not the player, i’m the guy designing everything, but i’ll find out soon enough when i give this to friends once it’s functional. I also did a quick timeline event for a more deliberate exploration phase, and need a clip or an emitter that can lock the player out of sprinting so they can only walk in certain areas.

    i hope i can map the rest tomorrow, since it’s only 3 or 4 more areas that aren’t very complex. Newprogrammer fixed a bug that broke everything for a couple days, so i have to playtest his commits.

    It’s been a rough week, not gonna lie, suddenly losing motivation is linked to something i’m yet to discover, but it’s coming back, just gotta be careful to not force myself while i feel like this and do my best whenever the ideas start flowing.