I changed the color of the Buttons so it matches the theme more and is less obnoxious. I went back to the first stage and updated some tutorials. For the fifth stage I had forgotten to add a tutorial for the new power, so I put one there. When the Primelight is full I calledContinueContinue reading “Back to basics”
Author Archives: goldengratus
Finished touch
I added the other story elements for the stage which are the journal details and the voice lines that I recorded and edited on Audacity. The walls still have issues with being able to ramp up the player’s speed but I tried to fix it by adding more pillars/obstacles around the edges. Plugging in theContinueContinue reading “Finished touch”
Rampage
I felt that the boss was lacking one more attack. The new one I added is still similar to the projectile but this one is bigger, lasts longer, moves slower, and has the appearance of a running figure. I thought it would be cool to have another thing that appeared very menacing. I will probablyContinueContinue reading “Rampage”
Strings
To make the fight feel more varied I limited the attacks for the boss until they are at half health. Then I added the time shadow montages as I do with every boss to guarantee that the mechanic works for this boss as well. It probably won’t be too useful on this boss since heContinueContinue reading “Strings”
Bright white
I made sure the boss had three distinct attacks. It can send out a normal projectile, a pillar that spawns on the player, and a ring. The ring started off as the same one from the first boss, but it became far too large in the big field. Eventually, I changed the scaling of theContinueContinue reading “Bright white”
Light attacks
I added notifies to the boss’ walk animations so it would make sound for each step. Nothing really feels concrete without sound. I also gave him a nice staff/weapon with a lantern on the end of it. The boss has a thing for lanterns so why not go all the way. There was some problemsContinueContinue reading “Light attacks”
Some plugging
I got the asset today, but I only had time to use the animations to replace the current movement of the boss. At least I got to see what it looked like idle and in motion. I like the look of the animations and I expect to be very busy with this boss for quiteContinueContinue reading “Some plugging”
UI Overhaul
I am not a great vector artist, and nowhere near a good UI artist. Today I spent the time creating new UI images for the game using Inkscape. Some I am happy with, others I am only okay with. Since I am new to the program it took awhile for me to get used to.ContinueContinue reading “UI Overhaul”
Scenery changes
I was not happy with how the arena of the boss fight looked. It was a nice idea to have it up in the sky looking down at the flowers and tombstones. But in the end it was a boring glass box. The feeling of fighting there wasn’t what I wanted. I scrapped the entireContinueContinue reading “Scenery changes”
Bad math
I learned that a rotating component can target a specific component on a blueprint. This means it doesn’t have to rotate the entire thing. This was helpful in my newest update because I was considering creating a new blueprint, but that would have been too much extra work. The rotation happens on floating gems. MyContinueContinue reading “Bad math”