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Author Archives: goldengratus

Jumping in

Had my girlfriend playtest the game, and caught a few more bugs and issues I wanted to fix. I made sure that the function for progressing the player’s power/abilities only works once. It was possible to spam the input so you could go further than you’re supposed to. It was very silly of me toContinueContinue reading “Jumping in”

Posted bygoldengratusAugust 2, 2021Posted inGame DevelopmentLeave a comment on Jumping in

July Update

Today isn’t the last day of the month but it is a Friday, and I take breaks on weekends. I took a lighter day and recorded a video showcasing some of the abilities in the game. These wouldn’t be available when the player fights the first boss but they will be there in new game+ContinueContinue reading “July Update”

Posted bygoldengratusJuly 30, 2021July 30, 2021Posted inGame DevelopmentLeave a comment on July Update

Fractured light

Spent what time I had to create the entire mechanic for the broken powers. I first made sure that it checked what power the player had on when they died. I made a macro so they couldn’t switch to that power if they tried to. I also created a macro for the power switching, thatContinueContinue reading “Fractured light”

Posted bygoldengratusJuly 29, 2021July 29, 2021Posted inGame DevelopmentLeave a comment on Fractured light

Mechanical changes

Before I recorded the new voice lines I got sidetracked again because I made a big change to some of the mechanics. To free up some space and also make the lantern powers more interesting I removed the block button and changed it to one of the lantern modes. This way the lantern button onContinueContinue reading “Mechanical changes”

Posted bygoldengratusJuly 28, 2021Posted inUncategorizedLeave a comment on Mechanical changes

Shield and sound

I got sidetracked before starting to record some of the voice lines. I couldn’t stop thinking about how it is unclear when the player won’t be able to use the shield. Since there are no numbers I decided to add an icon to the resource bar that will show up when the player has enoughContinueContinue reading “Shield and sound”

Posted bygoldengratusJuly 27, 2021Posted inGame DevelopmentLeave a comment on Shield and sound

Whips and clarity

When I decided to cutback on the voice lines I realized I can create a speaker, a narrator. Similar to what Super Giant did for Bastion and Transistor. This way I don’t have to create many lines for all the characters, and I can have a few interesting lines from the narrator that is speaking.ContinueContinue reading “Whips and clarity”

Posted bygoldengratusJuly 26, 2021Posted inGame Development, LearningLeave a comment on Whips and clarity

Combat, gravity, HUD

The impact of attacks doesn’t sit well with me sometimes, what I mean is that I have a feeling that sometimes there is not enough effects that communicate a successful hit. Without a proper knockback on the enemies I have been relying on visual and audio effects, as well as slowing down time for 2ContinueContinue reading “Combat, gravity, HUD”

Posted bygoldengratusJuly 23, 2021Posted inGame DevelopmentLeave a comment on Combat, gravity, HUD

Controller types

Adjusted the placement of where the sword trails were because they didn’t look right. I tried out more animations from the asset I got. With it I replaced the parry animation, so it should be relatively easier to parry, and I added an event so it doesn’t take too long before the parry resets. ItContinueContinue reading “Controller types”

Posted bygoldengratusJuly 22, 2021Posted inGame DevelopmentLeave a comment on Controller types

New things

I was finally able to buy stuff off the Unreal marketplace. I got the progress bars with animations, and a ton of animations for the shield and sword. The progress bar is a nice asset because it does exactly what I already have, setting the progress through percentages, but it has an animation when itContinueContinue reading “New things”

Posted bygoldengratusJuly 21, 2021Posted inGame DevelopmentLeave a comment on New things

Shifting menus

The second level of the game is probably the least dense one. I made added some improvements to make sure it is a bit more interesting and there is more things to find or discover. I also fixed the attack of the pillars to make sure that it doesn’t affect the player if they areContinueContinue reading “Shifting menus”

Posted bygoldengratusJuly 19, 2021Posted inGame DevelopmentLeave a comment on Shifting menus

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