It’s all in the details

Internet was down for a good portion of the day so while I wanted to learn about how to set bounds for my new level I could not research it just yet. Instead I worked on improving the super-charged aura for the lantern. Perhaps I need to come up with a better name for it. I will take note of that. And I also edited the animation for one of the attacks to make it more unique, because it’s a free asset from mixamo so I didn’t want it to look too similar to its original form.

This next stage which will be called clockcottage in the files is based on a “dungeon” I had created for my homebrew campaign of Dungeons and Dragons. Basically it was my first creation of this type of experience that involved puzzles, mystery, space, and a boss finale. Thankfully I have a notebook where I wrote everything down, not all of it was clear but the important parts I want to use are easy enough to understand. I am going to keep most of the space I used and probably 1 or 2 of the puzzles, because some of it won’t work in the medium of the game. I made a draft of the cottage/cabin, making sure it looked as unprofessional as possible. There’s something great about looking at a really rough draft of a map. No idea what an actual blueprint looks like so this will have to do.

Other than that I opened up at the excel sheet I had that contained the list of the possible name combinations a Haunter could have. I’ll have to come up with a system later that rules out some of the names I already used in the game because the Haunter name has to be unique. I added another page to the file that contains the items with text so I can find each one more easily especially if I want to build some more off of it. This helped too because I was able to do a broad spellcheck and found a few errors. Next time it would be easier if I typed my descriptions into a word document so it does the spellcheck before I put it into the engine. I am learning something from this process. With this I can keep track of what I have written so I don’t have inconsistencies or any contradicting lore.

Tomorrow I will continue to work on the clockcottage. The building itself and the trees that surround it. My top priority is making sure the player cannot walk out of bounds.

Leave a comment