Category: progress

  • rest in peace Diego, but also progress

    i’m not too much into fooball these days compared to when i was a lil kiddo, nor into maradona, but since i’m living in buenos aires at the time of writing it’s impossible not to notice the energy on the streets. Lots of demonstrations in the city’s center where i live.

    on the game development front.. it was one of those days, something really stupid broke everything and we spent most of the day debugging, turns out it’s the way we handle the UI… i knew that one was gonna bite us in the ass, so we gonna revamp that along with the character menu once we are done with the boss. The good news is that we fixed all that and began the groundwork for said boss, and hopefully tomorrow we spend all day doing just that, so we can call this level complete (in the way i’ve been calling things complete. If you’ve been reading for quite a while then you know what i mean).

    Alright that’s it for today, gonna get some milanesa and play maybe more yakuza or tetris effect.

  • november 24

    a bit of a disappointing day as i spent way too much time fixated on one stupid thing but progress was made. i linked all cutscenes and sequences that lead up to the last underboss encounter, fixed a bunch of weird behaviors caused by misplaced nav meshes, polished one of the rooms, and new programmer improved the AI for the underboss, plus added a couple more timeline tracks and playables to make it easier for me to open doors and add items during cutscenes. There are some other bugs we fixed too, but there’s a weird one still there where the player character would go between different idle state animations before reaching the right one, might need to move around that blend tree.

    with this done i think we can safely do the boss tomorrow, then polish everything else and add more enemies. Current goal is to have as much as we can by december 15… which is where our vacations start, and we won’t comeback till january 6.

  • light day

    pretty comfy day even if i began late because of housekeeping (didn’t do it on sunday cause i was kind of dying from a headache). Almost finished the third section, now i gotta do the second midboss encounter, then the actual chapter boss.

    Future tasks for the short term:

    new menu, this time for real with a bunch of fancy shit
    character building stuff
    more enemies
    more skills, buffs, debuffs, altered states
    title screen
    loading screens
    save system

    feeling really great about this, game’s going super smooth barring the times we’ve had to put down fires, but overall ultra comfy. this is my favorite part of game development, actual content stuff! I’ll wait till i have more models before i cut a trailer/make a formal announcement, since i wanna showcase some of the bosses.

  • comfy friday!

    so after all issues this week it feels good to finally have a day of just comfy grind without problem solving. Made a new dialogue, connected it with the previous one, finished the one from yesterday a bit more adding the missing characters, now i just gotta give em an animation pass, but that’s gonna be done later, likely after i’m done with the third and last section of the level. Sophie is designing the puzzles for that area. I think we can safely start that one on monday, so looking forward to that.

    on project X i finished all sprite sets for one of the characters and i’ll be jumping to another on monday too probably.

    Newprogrammer is integrating the altered states UI and vfx, and i’ll playtest them after the weekend is over.

    Game progress going mighty fine, folks.

  • and then, calm

    we solved everything from yesterday, including a new comfy method for animations during generic conversations that’s still just half way done but hey, at least it’s not fucking up the game massively to the point we have to revert back several commits anymore.

    Because of said revert we had to do a bunch of things again, but i was able to do all of it pretty quickly and looking better than before the disaster. connected a bunch of cutscenes together and i can continue doing more tomorrow. Next we gotta fix a bunch of things for the battles (found a bug where players can’t move after they win if a cutscene played in the middle of an attack, among some other small details), and integrate the altered states huds, their particle effects and fix all all issues with weapon equipment and customization.

    the lesson here is to never crunch. guys, if you are struggling to fix something and you won’t let go until you find out, you’re doing it wrong. I fixed half the issues this morning after a good night of sleep, same with new programmer. a fresh brain is a better investment of time vs the time you lose for doing bad code while tired and then fix later.

  • battlefield

    that’s what it felt like today, a hecking battlefield, cause we did nothing but fight against bugs, glitches and awful code. Things got so bad the transitions stopped working altogether and if you ask me i’d come up with a blank.

    this is the main reason i only made one cutscene in the “generic mode” that’s similar to how cutscenes in yakuza are handled. Many of the features that make this possible were outright broken and its effects were felt across many aspects of the game. At least battles work again and the setpiece came out pretty fine.

    Sophie finished the outline for project X so i have to review that. I also somehow managed to squeeze time to do more sprites for it.

    Tomorrow i hope we either come up with a new system for simple conversations or fix the one we have so i can continue with content generation.

    God, i’m tired!!!

  • november 17

    good stuff, bad stuff. ON THE GOOD STUFF i made a bunch of story cutscenes, and tomorrow i’ll make more. very productive day in this regard, and as i get more acustomed to the sequencing tools the faster the turnover.

    On the BAD STUFF, battles broke again. we found the cause before i sat down to write this, but there are some issues with weapon equipment. stuff keeps breaking for absolutely no reasons and we really need to do some clean up to see what’s going on. Kind of unacceptable really.

    Hopefully it all gets solved tomorrow.

  • november 16

    lots of work done, mostly on the cutscene and prop-making fronts. Today is a special day because it marks the first time I made a cutscene for an actual story sequence and not a test or anything, so I guess you could say the shooting on set has just begun.

    So yeah, mostly cutscene stuff, adjusted some pending puzzle sequences with new assets, built the other side of the second section (pretty fast since i only need it to look good from one angle), playtested newprogrammer’s changes to the skill customization screen, and last but not least i did an early set up in fmod for the footsteps corresponding to different materials, we’ll integrate those once we finish more urgent matters.

    tomorrow i’ll probably do more sprites for project X and work on more cutscene stuff since there’s quite a bit of planning i need to do before i work on preliminary animations (preliminary because i make the basic motions to then commission polished ones from freelancers, depending on the case)

    Great start of the week, just hope my health is up to speed in the coming days.

  • friday doodlin

    all i did today was playtest newprogrammer’s progress and finish up concept art, then began doing sprites for project X. Again, doesn’t feel like much when i write it like this, but the act of drawing simply doesn’t sound complex or exciting, i just grab my wacom and listen random youtube stuff as i do work.

    reiko is a cutie

    What a week this has been, i was frankly at my limit yesterday after all the shit we did so i’m glad i get to do jackshit the next two days. See you all monday.

  • november 12

    damn almost forget to do my daily log.

    big day today as we did a bunch of bullshit, namely fix stuff regarding skills, juiced up the grenade launcher, did new assets, particle effects, props, animations, adjusted some concept art so i can send it over to the 3d team. doesn’t seem like much when i’m writing it all in a single paragraph but it was probably one of t he busiest days i’ve had in a while, there’s just so much to do and we are pretty much going at high speeds right now.

    kinda scary that things are going this fast but it’s also very exciting.