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Author Archives: goldengratus

Set Dressing

A building in the final level was looking very barren and it made me appear lazy. I added random props and objects to fill it up and give it more life so to speak. I created a new material instance that had a different color from the usual objects so it would be clearer whichContinueContinue reading “Set Dressing”

Posted bygoldengratusApril 13, 2022Posted inGame DevelopmentLeave a comment on Set Dressing

Time Altered

I made some updates yesterday but forgot to make a post. I adjusted some sounds to have them more varied, especially the ones that are repeated quite often. The first boss now alternates between two staggered animations because he is the most likely to get stunned. I also removed the shelves from the arena becauseContinueContinue reading “Time Altered”

Posted bygoldengratusApril 12, 2022April 13, 2022Posted inGame DevelopmentLeave a comment on Time Altered

Bloody Oops

Made an adjustment to the save slot text to not include the colon (now a hyphen) if the save slot is empty. There was a glitch with the projectile as it could activate boss triggers. I changed the objects it can overlap and collide with. In the final level, there was a visual glitch whenContinueContinue reading “Bloody Oops”

Posted bygoldengratusApril 7, 2022Posted inGame DevelopmentLeave a comment on Bloody Oops

Ancient fix

While playing through the game I realized I wanted to fix the impact effect of the projectile that the player can throw. Instead of spawning the effect on the actor it hits, I instead spawn the VFX where the impact was made. It looks way better this way. After doing this adjustment, I found thatContinueContinue reading “Ancient fix”

Posted bygoldengratusApril 6, 2022Posted inGame DevelopmentLeave a comment on Ancient fix

Two cats

Mostly small changes today. Some objects weren’t displaying the proper particle effect. I found that I did not put any effect on the rock materials. Added a change to the objects in the third stage to make sure the inspection screen closes when the level is shifting. Moved the barrels in the fourth stage toContinueContinue reading “Two cats”

Posted bygoldengratusApril 4, 2022Posted inGame DevelopmentLeave a comment on Two cats

More save slots

While working on improving the main menu yesterday I found a widget switcher for the UMG. What it does is set different tabs on the widget so you can lots of different menus and switch between them easily. This would have been very useful for other menus. Anyway, I took advantage of this new knowledgeContinueContinue reading “More save slots”

Posted bygoldengratusMarch 30, 2022Posted inGame DevelopmentLeave a comment on More save slots

Custom Cursor

Watched a quick video on how to add a custom cursor and it was incredibly easy to implement it. I used the same image that appears on buttons for the image for the cursor. It doesn’t change much but it adds to the game refinement as a whole. I then updated the journal entries soContinueContinue reading “Custom Cursor”

Posted bygoldengratusMarch 29, 2022Posted inGame Development, LearningLeave a comment on Custom Cursor

Release Date

I’ve been making a lot of small changes to the site and I addressed some bugs over the weekend. I finally have a release date for the game: May 28, 2022. That’s not too far and I’m hoping I can have everything sorted by then. I made sure the UI disappeared when it was supposedContinueContinue reading “Release Date”

Posted bygoldengratusMarch 28, 2022March 28, 2022Posted inGame DevelopmentLeave a comment on Release Date

And another one

Did another full playthrough of my game. It is short already and even quicker when you know what you’re doing. I adjusted some objects to make it clearer that they can be interacted with. Some objects didn’t have the proper physical material, so I fixed that. I noticed cause I was walking on something andContinueContinue reading “And another one”

Posted bygoldengratusMarch 22, 2022Posted inGame DevelopmentLeave a comment on And another one

Sight and Sound

Going through the game again slowly and methodically. Adjusted collision on a door to make it bigger. Added more UI elements that will remind the player of the inputs for the powers and what they do. I wanted a relatively simple UI with no input images at all, but the powers themselves change with eachContinueContinue reading “Sight and Sound”

Posted bygoldengratusMarch 21, 2022Posted inGame DevelopmentLeave a comment on Sight and Sound

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