Category: Project D

  • 4/10/20

    not a lot other than playtesting, now with a new targetting system! it works like a charm and the game now plays like an actual videogame instead of an interactive mess.

    i also got new models from the folks at thundercloud, look at this cool stuff.

    the bottom character was designed by the lovely merenge_doll on twitter, who’s been working with us for a while now as a sukeban employee.

    my job right now is merely creative. coming up with new enemy types, kickass level design, character design, writing… i love it, but sometimes doesn’t feel like i’m pulling my weight compared to the rest of the team. such is the joy of having fun doing what you love.

  • 4/8/20

    game seems stable and we are now getting rid of some of the jank.

    >player loses its center after every fight
    >accelerate battles, by increasing the speed of enemy death and rate of fire
    >apparently the player death broke but didn’t notice cause we never die
    >we never die because the AI attacks before getting close to the player

    right now the priority is the first item and integrate the new targeting system. I’m going back to the drawing board regarding level design since i’ve learned some new stuff and not very happy with the current classic doom-like approach. don’t get me wrong, i love doom and romero’s design ideas are still fresh, the thing is that i want all places to feel grounded instead of the weird contraptions you can find in games like the aforementiones one.

  • Setting the record straight

    If you stumbled upon this page don’t worry, it’s not meant to be secret, just a simple record of daily work on our projects.

    Today I playtested and found the following bugs in Project D:

    • Hitboxes are too large and need to be adjusted.
    • UI prevents enemies from being clicked

    Other than that it looks like we are close to enter a polish state.

    Things I did

    • Made a promotional poster (took me way too long, almost three days)
    • adjusted running rifle animation

    Things I wanna do when I wake up:

    • either churn assets from the excel sheet or keep studying VFX
    • Keep bugging the character modelers

    That’d be all.