Category: Project D

  • 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 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).

  • the smallest brain

    substraction fades are the fuckin tits, i just wish i had a big enough brain to solve issues with coroutines in unity. the solution to a problem i had where the character didn’t want to move to the other room was solved by disabling the player controller. nothing makes sense and wasted an embarassingly long amount of time until the actual sukeban programmers pointed me in the right direction. next is more playtesting of this level and prepare it for when the finalized enemy assets come in. I can savour the public demo!!

    on n1rvanna more nodes have been made, nothing new in that front, just a grind since we are in the last stretch of tool development.

  • only one more dumb thing (june 30 2020)

    and i’ll be happy with the current flow of the levels.

    also, i’m using a new shader and new post processing to bring back the dithering. On n1rvanna we are still doing correspondent nodes to make the content. It’s progress that doesn’t really have anything to show but good nonetheless to report.

  • slow monday

    today most of the work on n1rvanna has been trying to build as much nodes as possible in the content editor in order to have the tools done as soon as possible. ran into a few issues that made the process slower but hopefully this will be over soon and ship a demo. I also began grayboxing new stages for project D that are gonna be used for cutscenes only or with limited exploration. These are my favorites because baking lighting is comfy and looks great.

    In that order of ideas, I do have to look into portals so i can make chunks of the big levels their own thing so lighting isn’t a nightmare. That way i can keep things seamless, but we’ll see, since a classic survival horror fade-to-black transition can help with the pacing. It’s one of those cool videogame things i really like.

  • june 24 and 25

    Not a whole lot of visual progress since most of the work has been code and planning. The planning right now is regarding the level for the project D demo. Been having issues with what i want to accomplish with this map and general outline of the story and it’s been kind of my hurdle at the moment. The models for the enemies and boss battle are almost done too and can’t wait for their implementation.

    There might be a bit of a creative block too, but nothing that a little fiddling can’t solve. I’m getting to the point where i have to take some important decisions about the scope since i don’t want this to be a long term thing.

    On the n1rvanna front it’s been just code. The game has already been ported over to the new engine and now we are developing the tools to create the content. It’s gonna be a cool node editor that’s gonna make creating responses for any case we want a breeze, and with the new features we implemented it’s a very necessary thing to actually see where things are heading.

    here’s a gif of the cocktail creation i talked about the other day. You can give it a name, a description and an icon. It will then be saved to the recipe book.

  • 19/06/20

    Went back to the previous dungeon and did a massive overhail to the assets. Nothing drastic, but allowed me to quickly decorate the walls.

    For a brief explanation: i might be mentally challenged, because i already take advantage of these tools and whatnot. the thing is that i previously would sketch out the level using polyshape in probuilder, and then painstakingly decorate everything, wall by wall… with the small adjustment i made, i did the simplest trick know to mankind: wall modules using prefabs. I know, i know, a seasoned unity dev would surely say that this is the obvious way, but i’m slow and didn’t occur to me despite this exact same process being key to larger levels, like the favela-looking one.

    with this work flow i was able to turn hallways from this

    to this

    please don’t point out the different lighting, i know it’s a drastic change and the lighting is not the point, but rather how quickly i added detail to the walls by using prefab modules. i’ll adjust the lighting later. What i appreciate the most about this is that i no longer have to go placing lamps, lights and other details wall by wall around the level, and now i’m going to use this for future levels. This also incidentally allows for procedural generated levels…

    on n1rvanna we went over what needs to be done for the mixer and work is already under way, some first tests are expected to be done today. not much to say other than that. yeah i know, n1rvanna is in a tricky space when it comes to project relevancy and has more secrets that need to be kept secret for a while longer, but bear with me – a vague update is better than nothing.

    for X i continued doing the sprite, which is taking longer due to lack of a good reference for the materials and color palettes i want to use, but it’s looking good none the less.

    reminder to go over the preliminary geo sent by the 3d team and point out quirks, and design two important characters for the favela-looking level.

  • progressss

    Been debugging the dialogue system in n1rvanna before proceeding with adding the mixer. First bump in the road but wasn’t too big, still on schedule. Finished some other screens such as the mysterious game mode i mentioned and now i need to do the hub and some others, but those will take longer as i have to draw new graphics for it thanks to some ideas i got.

    on X i’m almost done with the new sprite, reminder to export ui elements and watch some sci fi films to get even harder in the groove. Planning stages for the next level in D are still underway, currently waiting on new models to start polishing stuff for a public demo(!)