Category: progress

  • light day

    today was a nice day of light grind. churning animations to use during cutscenes and generally having fun with the tools to get further accustomed. If I work tomorrow i’ll likely jump to another environment.

    thanks to how comfy things got, i’m now able to make epic game references super quick.

    on n1rvanna, newprogrammer is still programming more features for the editor. i think i will repeat the previous sentence for a couple days more.

  • happy birthday aldhert

    made a new scene for one of the recurrent sequences in the game, in which the protagonist slurps nice ramen accompanied by beer and her best friend.

    this one took a surprisingly short amount of time, roughly a whole morning and then some.

    also checked the new fixed models sent by the 3d studio. they look so good now.

    left is the updated version. skirt no longer clips.

    i need to further tweak the physics but i love how it’s looking now. with these delivered we have all vital assets finished for the demo, so now we gonna polish what we have and soon grace the internet with actual gameplay.

    on the n1rvanna side of things, it’s more of the same! just adding new features to the editor. With each passing day we edge closer to the goal.

  • making movies

    so today i was getting out of the way more stuff we hadn’t figured out how to fully integrate, like subtitles during cutscenes and generally make cutscenes that actually have something to do with the story. this one is from the demo’s introduction sequence, and i actually have a video of the whole shebang but i’m not sure i wanna soft-announce the name of the game, since that’s kind of a dog whistle(?) for people to think it’s a proper reveal. Things gotta flow like they gotta flow…

    on the n1rvanna side of things, more work on the editor, this time the one for showing cgs with a nice transition, wait times, sound effects and some other i’m forgetting. yay for progress!

  • july 14

    bunch of progress with pending project d stuff, like the visuals of the game’s menu which is something i’ve been procrastrinating for a long time. looks good and works much better than the placeholder we had. on n1rvanna i did more playtesting, found that the sound was only playing on the left speaker but other than that the sound node is working as expected. now the game plays music and when the writer(s) want to trigger another song the previous one will fade out. pretty cool stuff.

  • july 12 and 13

    not as back as i thought…

    spent all day yesterday making some much needed graphical adjustments to n1rvanna and began laying the foundation for some juicy effects in the interface. It’s been a bit tricky since i can’t find many resources on juicy ui but i’ll find a way.

    n1rvanna’s new engine allows really cool stuff for the rich text components, including cool-looking bbcode

    aside from that, i tested the story tool and it’s indeed working as intended, gotta do more stuff from the roadmap but it’s functional, we can start porting content and making new one as the rest of the features are integrated. My hope is that this week it will be largely feature complete and we can go back to project d.

    Speaking of which, i very recently finished some cutscene integration, which was way easier than expected so most of the work has been on the creative side, having fun sketching out cutscenes and figuring out how to seamlessly go from movies to gameplay, monhun world style. I think i know how, i just gotta do it for the boss fight in the demo.

    some accidents happened along the way

    tomorrow i need to continue work on this and model some of the other rooms for the demo, most notably the stage where the boss fight occurs.

  • back to work

    arm healed, so today was mostly checking on the new models, character design and work on the n1rvanna editor. On the latter there was a lot done today regarding the conversation flow and branching. it works great we just need to adjust quality of life stuff so writing can be fast and simple with the least amount of steps possible.

    now back to work because i’m once again waking up super late so everyday is night for me, at least until i fix it.

  • july 7 2020

    continued the work on the story editor and added some cool new features to improve writing speed, after this i need to take a break and maybe focus on things that need feedback because my right arm is absolutely killing me, so i gotta reduce the time i spend moving the mouse around.

    newprogrammer is working the editor and the app now exports the file that the game needs in order to funcion, so this week will mark the moment n1rvanna has been fully ported to the new engine and is fully functional to generate the remaining content; the grind towards a full game basically.

  • july 6, 2020

    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.

    anyways, back to work!

  • july 3rd

    Kinda forgot to update last friday.

    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.

  • putting out fires

    most of today was spent on bug fixing a buncha things in project d that suddenly came up during playtesting, making us pause work on the n1rvanna tools for the moment. Work on said tools will be resumed tomorrow.

    also implemented new animations and they look very good, just gotta tweak the shooting animation more (not pictured).