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.”
Author Archives: goldengratus
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”
Dodge and snap
Small but important updates today. Added more animations for dodges. Had to tweak each one specifically so it went in the proper direction and distance. Updated the original logic for how I set the dodge so it now knows more specifically which direction the player is inputting into the controls. Now there is a distinctContinueContinue reading “Dodge and snap”
Bossy blue eyes
I had a very clear idea of what I wanted to do today and these days that doesn’t happen very often. I first implemented a simple system so the boss doesn’t repeat the previous action it just did. It didn’t look smart doing the same thing over and over again. Next thing was giving theContinueContinue reading “Bossy blue eyes”
Effects, attacks, etc.
There’s definitely something fun about hitting the boss with the chair. It’s not too hard to do it and I think I like it that way, even with a controller it is possible. I gave the boss two new attacks and I tried out a blue color for his armor so he doesn’t blend tooContinueContinue reading “Effects, attacks, etc.”
A lightbulb idea
Today I didn’t exactly accomplish what I had planned or set out to do, and I think that’s okay. This whole process I have no idea what the actual steps I need to take are, I’m making things up as I go. When I started looking into knocking down a third person character I couldn’tContinueContinue reading “A lightbulb idea”
A new cycle
Another few days off cause of the new year, but I am back at it. A few more months and it will have been a full year since I started this journey of learning how to code and then learning Unreal Engine. I may have given myself an impossible task of finishing this game. IContinueContinue reading “A new cycle”
Stronger Attack
With a more clear agenda it isn’t too hard to figure out what to do, and with systems that are working well it’s fairly simple to add on top of it. I did overlook some issues with the charge logic but I fixed it to made sure it always reset the values to their properContinueContinue reading “Stronger Attack”
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”
Post-Christmas Trees
Still getting over the Christmas lag, so not a lot of updates today. I expect another slow few days especially with the New Year coming. What a year it has been. Not sure what else I can say. I worked on improving the lightning system. Tried different ways to arranging it to make it simplerContinueContinue reading “Post-Christmas Trees”