A start to saving

Opened the project up and quickly went over what I could do for the camera actions, ending up using a camera shake when certain attacks hit. It’s just a place holder, I want to have more interesting camera movement later on. Camera shakes seem more appropriate when taking hits or being around large impacts. ItContinueContinue reading “A start to saving”

Optimization and etc.

Spent some time playing around with the boss area, making sure the boss doesn’t approach the player until they enter the room, I just went with a giant invisible barrier that gets removed once the trigger is activated. I’m sure there are better ways but this is the quickest and cheapest way I found soContinueContinue reading “Optimization and etc.”

Fiddling with doors

I watched a nice short video by GMTK (Game Maker’s Toolkit) about how some games, mostly indie games, had designed themselves. From a game designer’s point of view it basically means letting the whatever is the most fun in the game take priority even over ideas you were committed to. I’m still struggling with whatContinueContinue reading “Fiddling with doors”

Further into the light

I got distracted a little by my list of further studies and started a lesson on stylized renders using post-process materials, basically a class to teach me how to drastically manipulate the aesthetics of the game. A very useful class, and I know some of the stuff already. Though it’s not my top priority rightContinueContinue reading “Further into the light”