Category: Project D

  • october 19

    back to work after a well deserved weekend rest. been having some quirks with my vision so i’m gonna have that checked sometime this week and take it easy.

    not a whole lot happened outside playtesting but we finally fixed the quirks with the targeting system and the bossfight plays out as expected. now i gotta make it look prettier and do a couple of extra sequences. Looks like i was right and the whole thing was going to be ready by now! I need to do further playests to finally get around a bunch of long delayed tweaks.

  • october 16

    more concept art, but this time n1rvanna focused along with finishing the outline for several characters in the story. Newprogrammer is currently struggling with the targeting that’s causing issues when there’s a lot of elements far from or outside the attack range.

    Sort of a slow day with mostly grind.

  • october 14 and 15

    not a whole lot since most of my work at the moment consists of playtest and drawing concept art. The boss for the set piece is almost there, we just need to fix some issues with the targeting system (it goes insane when you suddenly have a bunch of environmental things you can shoot). After that is done we will tweak the interactable system to support clicks (again) since there’s a pretty confusing puzzle at the end that would benefit from a top down camera to click the elements inside it instead of manually moving the character around (found out about this after seeing newprogrammer get lost in that specific bit). item mixing is working great, i love how it looks, just need to add some juice to recently created objects.

    been also writing some character outlines for n1rvanna, but that’s gonna extend to tomorrow since i’m pretty tired and i have a sort of creative block right now. Hopefully when i wake up my hands will move on their own.

  • october 13

    setpiece done except for the actual fight and a game over cutscene, puzzles done with their respective cutscene this time for real. lots of playtesting, sound tweaking, bug fixing, and building the boss fight. Everything works so far, game didn’t break while i was working on the sequence. I’m really optimistic in that we will have this ready by sometime this or next week depending on the number of snafus. we got this!! vertical slice soon my dudes.

  • october 12

    lots of playtesting and tweaking and fixing, kind of glad most of the things causing issues were oversights from forgetting to set up stuff correctly.

    • fixed an issue where the item crafting wouldn’t reset properly
    • added a cooldown after battles so the battle area doesn’t spawn again in the same place, making you fight over and over until you step in the right spot when it ends
    • added missing signal receivers to several playable directors that were preventing me from making progress
    • initial set up for the setpiece is complete, now we start designing the behavior for the midboss
    • made a bunch of new cutscenes for the puzzle sequences

    gonna keep playtesting for a bit longer after this then gonna try to go to bed early-ish. stuff is going very well, and i’m actually a nervous mess since we are nearing the point where the vertical slice will be ready enough to get feedback from others. Would have loved to do this earlier in development but i wasn’t expecting this game to be such a learning experience. I think that if we began making this game today with the stuff we know already about how to build it, we would have this year’s worth of progress in about two months or so… which in turn makes me excited for future projects !!!!!

    tomorrow i’d like to both keep playtesting and design more characters, there’s a bunch i wanna get ready for a trailer.

  • ocotober 9

    made a victory animation and worked some more on the level, this time scrapping one of the most important rooms for something completely different and it looks really good so far!

    newprogrammer has been working hard on the rest of the items and a lot of it needs playtesting. one of them being the victory sequence but apparently the game is breaking when a battle is over, so we gotta look into it.

    i’ll likely work tomorrow and i want it to be mostly playtesting to further polish things, and then begin on some promotional artwork.

  • october 8

    lots of long overdue stuff got done today and solved a bunch of worries regarding on-screen prompts for different platforms too. text mesh pro has inline sprites and that came in super handy, plus we settled with a very familiar iconography you probably see a lot on the switch.

    doesn’t mean it’s gonna be running on switch (we can only realistically do this on pc because of our very small team) but this will be mad helpful for any controllers people can potentially have around.

    overhauled the inventory a bit as well as polished other aspects of the UI while newprogrammer fixes many of the weird behaviors i’ve been seeing as of late in battles and during menu usage. fixed a thing with the item crafting (just a prefab that wasn’t correctly updated in my scene) and further worked on the set piece. the whole thing needs more playtesting but once i polish those rough edges i can start doing the cutscene with the midboss and give this a proper game over screen that’s not just the placeholder we have atm.

    i really wanna finish this section of the level so i can use it as a private demo to get feedback. been holding off on letting others try it since so much relies on atmosphere (shit’s just as important to me as raw gameplay, capisci?) and while i can easily roll out a battle-only demo, battles aren’t my biggest worry, i know they are fun, but it’s my first time doing level design so the exploration has me on edge.

  • october 7

    been playtesting and working on the new ui elements from last week’s list in order to further cement the finalized look of it.

    I’m a bit torn on font selection, since i want a specific look and feel for things you have to read that are related to the level (say, reading a log/book/note or just prompts like “this door is closed”), and an entirely different aesthetic for the numbers, messages during battle and menus which is more pixel art and computer-looking, so i’ll probably have to hit the books on ui/ux design to see what are the best practices.

    & finally wrapped up the essential rooms from the setpiece and checked the puzzle results trigger as intended. I had one scare where a multi-part one just didn’t want to activate properly but turns out those specifically break if the key item was already in the inventory, so we gotta fix that too.

    I need to up my game to be honest, past couple days have been a bit slow/all about grinding but haven’t been able to properly balance a couple things in my day to day activities in order to get some good work done without killing myself.

    in n1rvanna news, lark just finished an important outline for the game and what’s left needs to be discussed with the team.

    All in all some good was done! tomorrow should be interesting since i gathered a pretty beefy list of details to tweak and fix from today’s playtesting.

  • wrapping up early

    so apparently ludum dare starts in like a couple hours and i rather begin fresh rather than all beat up from work so i’ll just finish real quick.

    good news is that i partially completed two more rooms and just need to add props. that brings the count to only two rooms left to finish this floor!

    will go back to it after the weekend is done. gonna try to focus on two particular aspects: make battles look better (some effects broke by changing ps1 shaders), maybe integrate again a transition between exploration and combat, work on the cutscene for the midboss and stress test the item crafting feature that’s allegedly done but newprogrammer has been busy with n1rvanna.

    that’d be all for this week!

  • october 1st

    another day another couple rooms, only 4 left! lots of props made today, some of them unique that won’t be used anywhere else.

    newprogrammer has only a few items left from the editor so he might be jumping to project d soon-ish, providing a lot of the items go through revision…

    ludum dare this weekend!