From the roofs

While testing the third stage I ran into a glitch where I was stuck in the floor, but I remembered I had already fixed this. I just didn’t have the function that solved it plugged in. After plugging it in it worked fine. I made sure that when the boss was defeated the player shouldn’t be able to rotate the room anymore. This is to make sure that there won’t be any issues with trying to change or progress to the level.

Playing Bloodborne has reminded me how great their melee system is, the attacks flow very elegantly into each other. It is difficult for me to make something so seamless but I worked on improving the melee system by creating macros that simplified adding melee attacks and also made sure that special modifiers would lead into special attacks and that these modifiers would reset after some time. In other words there is a specific attack for dashing/sprinting and parrying. The attack will be used when appropriate and won’t show up if the attack input isn’t pressed for around 2 seconds.

The player cannot sprint while whipping, and I had forgotten to do the same for the melee attack. So far with these changes the melee does feel a lot smoother and there is more variety. I was able to simplify how the melee flow looked as well. A separate branch for attacks in the air is much better than having them in the main branch.

Then finally I started work on the fourth stage. It is mostly testing out how I want the sky to look, and getting the lighting right. I tested out some buildings from a free asset I got awhile back and I may use some of the buildings. The lights and different colored roofs are vibrant and colorful. This is a stage that won’t be hard to build hopefully. I just have to figure out a way to make it unique. I played a lot with the lighting to get the sky right and finally make it look pleasing. The values for the camera lens in the post-process, I had to tweak those a lot as well.

I will continue building the stage. Figure out which models I want to use and create a layout for how the flow of the level will go. There is a lot to figure out because I have to think about traversal and how the boss will move in this space.

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