Continued fixing and improving the things I learned from the play test, starting off with the heal today. I figured out awhile back that it should be important that inputs/actions should not be spammable unless you need or want them to be. Spamming an action can cause a lot of bugs especially with unexpected behaviorContinueContinue reading “Haunters gonna haunt”
Author Archives: goldengratus
Plugging more holes
Had my brother do one playtest during the weekend. His insights were very helpful and watching him was very informative. Overall there was lots I need to change, fix, and improve. Starting with the tutorials since it is the introduction of the player to the way of the world I needed it to be moreContinueContinue reading “Plugging more holes”
Inelegant Solutions
For every elegant solution I make, I make a few inelegant solutions when I can’t find any smarter solution. I started working on getting the golem to attack. Adding the collisions to the hands and adding the logic for it was a no brainer since I did it before for the player and the otherContinueContinue reading “Inelegant Solutions”
A proper foundation
Each time I go back to a topic I had learned about a few months ago I always find myself a bit lost. This is because that even with the notes there is so much to remember and I had not prepared well enough for the future. Well now I know way better so IContinueContinue reading “A proper foundation”
Learning and re-learning
A silly mistake of mine, I had made the max digits on the dial 9 even when the max number of the cypher was 12 so I quickly fixed that. I then moved on to the puzzle to make sure it was completely solvable. Run into a few bugs but it just took some pokingContinueContinue reading “Learning and re-learning”
A real puzzle!
Tons of additions and improvements today. Felt extra motivated after holy week and my girlfriend was able to play through the whole level and watching her opened my eyes to a few bugs and areas I needed to refine. I began by adding a very simple tutorial ball for the jumping. I had realized IContinueContinue reading “A real puzzle!”
March Updates
The cabin was looking a bit too dark in some rooms so I added lanterns in each area with notable props or things to take notice of. Made the clocks look way more ominous which was unintentional but now good to have. Went back quickly to the intro stage to add the blueprint for theContinueContinue reading “March Updates”
Saving time (literally)
Took another crack at the landscape texture. I can probably find a better way to do stylized landscapes and other textures eventually but for now it looks better to have flat rough colors than the high detailed textures I was using. It always appears to work well when I make it a simple texture, haveContinueContinue reading “Saving time (literally)”
Time dependent
There didn’t seem to be a good way to improve the cramped space of the cabin, at least so far, instead I worked on a way to push the camera closer to the player so it wouldn’t be as annoying navigating the space. There are a few issues with it since there are other functionsContinueContinue reading “Time dependent”
Cabin Fever
The roof for the cabin doesn’t have a symmetrical model so I did have trouble making it fit above the walls. I did my best by just adding several roofs but because of the way it was built it dips into the house. I will see if there is a way I can slice meshesContinueContinue reading “Cabin Fever”