Category: progress

  • Do you know what day it is today?

    gonna stack what i did during the early morning and throughout the actual day.

    failed at setting up cloth physics, so i’m gonna let the 3d art team handle that…

    i’ve learned to choose my battles and this ain’t one of em’

    textured some more hallways and finally chomped at the chance of decorating a room. took most of my day but still did it rather fast, i figure the rest will be even faster as i will get to recycle a lot of these assets. not done yet though, i have to do a lot more props but i’m going from large to small. i also made separate door prefabs, this proved convenient as i managed to modify all of them in one click and nothing funny happened. doors went from small to tall in no time.

    with the light baked and a rather high texture resolution (128×128), this is starting to look like a ps2 game.
    remember to always block stuff out before polishing!

    In other news, venezuelan food in buenos aires is pretty good.

  • 4/29/20

    prettying up the level and did the first lighting pass just to test the waters. it rendered at a very reasonable 25 minutes which can be less if i fiddle with the settings some more.

    might have to split levels in even more chunks as i can only render 4 lights per object with the ps1 shader.

    things to fix

    >player sometimes walks to battle and its rotation screws up a bit
    >fix the pistol rotation because the muzzle looks weird when you shoot
    >do a polish pass to the battles to include effects and a more finalized ui

  • happy birthday stefania

    i managed to speedrun this level in about 20 minutes without boss fight or forest section, i hold a world record until players get their hands on this game. this is good news cause for a new player it could be anywhere from 40 to 60 minutes of gameplay and i’ve been worried about just how much of a level i need to craft to reach certain runtime, and i’m closing in to the conclusion.

    taking it easy again, health is… weird lately and i’m gonna get checked tomorrow. hopefully it’s just a dumb thing.

  • 4/26/20

    not a lot, but did sort of finish the geometry and some basic texturing of an area before entering the actual level. been meaning to test this method and… i’m not too happy with it? like, it looks acceptable in this early form but it took way too long to actually do. It’s a huge chunk of this though so that’s gotta count for something.

    in other news, all bugs in previous logs were fixed and only one or two quirks remain.

  • 4/25/20

    more playtesting, i was finally able to isolate the weird bug in battles: apparently if the player falls from the second floor, any battle after that will teleport the player to the previous floor. weird shit, dude, but hey, at least i got to isolate the issue.

    i also realized that one of the key weapons should be obtained after the middle instead of before the boss, so the player learns what it does. this goes alongside the introduction of a new cool ranged enemy type we just made.

    also i began production of assets for the level. i still don’t know if i wanna do this entirely in blender but i’m exploring several comfy options that mix both probuilder and blender.

  • 4/24/20

    decorated the rooms and adjusted every battle, and after struggling a bit with the tools and my own stupidity i can say this is done and all i’ve been doing is playtest over and over.

    to do next:
    >need to adjust the new interaction prompts
    >make doors that can only be unlocked from one side
    >animation for falling and landing
    >do a gizmo for enemy attack reach
    >make two more enemy types
    >battles in the hallways keep breaking for some reason

  • slow

    man, i love making games but as i get older i realize why games are made by more than two people. i could be doing a lot of things right now but here i am, placing battles with only one enemy type accross a level just to test, then test, then change and test some more. can’t pay a level designer so gotta suck it up and do my goddamn job.

    at least we started more enemy types today!

  • first draft done

    the level i grayblocked the other day is roughly complete, only the puzzle before the boss is not implemented yet cause we want to test the flow of the level before worrying about that one. we gonna play the shit out of this and hopefully complete this by the end of the month. judging by the speed in which i made this it’s possible we can have all levels of the game done in one month… all gray blocked of course.

    newprogrammer is going to implement more skills, namely one magic attack and one healing magic, among other fun stuff.

  • back from ld

    what a chaotic weekend i just had. we shipped a really nice game in three days called Isochronism and you can check it out here: http://dev.comeonandsl.am/dev/LD46/

    been testing the new models from thundercloud, gotta fix the skirts and dresses.

    newprogrammer finshed gamepad support, but my 360 pad stopped working so now we gotta look into ds4 compatibility. problems with hitboxes were sorted out too.

    this week i wanna get into implementing more fun battle stuff and go over enemy designs for the minions which are like 50% complete.

  • break

    been avoiding work in order to regroup myself since i’m going through stuff again. did some playstesting and progress in general hasn’t stopped. the 3d art team sent new characters.

    and merenge designed the first boss. won’t show her concept art just yet : )

    newprogrammer is in the middle of adjusting pending matters for the gamepad support, like menus and the like, and lerp movement was added to the targeting to make camera changes smoother.

    i’m probably getting back in the groove tonight with the level design stuff and then take the weekend to participate in ludum dare, so expect a nice new videogame soon.