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Author Archives: goldengratus

Sounds and saves

Used a controller for most of the testing today. It works fine and no changes were required for any gamepad settings. I created a new sound of the final boss’ death and added it to the montage. I adjusted the save lots UI so it looks clearer in the main menu. I also adjusted severalContinueContinue reading “Sounds and saves”

Posted bygoldengratusJanuary 25, 2022Posted inGame DevelopmentLeave a comment on Sounds and saves

Credits

Added short and simple credits that will show after defeating the final boss of the game. Since I am the only one working on the game there is not much to write about. The credits aren’t final of course. I may put a word of thanks and say other things. I fixed a few moreContinueContinue reading “Credits”

Posted bygoldengratusJanuary 24, 2022Posted inGame DevelopmentLeave a comment on Credits

What lies underneath

Added some more clues to guide the player with one of the trickier puzzles. There was an error with some objects and I disabled their collision to fix it. No issues afterward. It is frustrating to find a bug in a mechanic that I thought had no more issues. The sprinting had a problem becauseContinueContinue reading “What lies underneath”

Posted bygoldengratusJanuary 20, 2022Posted inGame DevelopmentLeave a comment on What lies underneath

Tree line

Trying to break my game is both fun and tedious. I enjoy looking for what I can improve while at the same time it also requires me to play the same parts over and over again. In the second level, I have an invisible blocking volume around the level that keeps the players within itsContinueContinue reading “Tree line”

Posted bygoldengratusJanuary 19, 2022Posted inGame DevelopmentLeave a comment on Tree line

Tiny tests

I updated the journal entries for all of the levels. It is primarily for the players who are interested in following the story. I packaged the game to see how it would run on its own because I’ve been running into long load times in the engine. It seems to run with no issues whichContinueContinue reading “Tiny tests”

Posted bygoldengratusJanuary 18, 2022Posted inGame DevelopmentLeave a comment on Tiny tests

Unforeseen roundness

I got a free plugin last month that cleaned up unused assets within the project so I let it take its time to remove all that. It was nearly 3 gig worth of files and it didn’t take too long to remove. Once it was finished it had to recompile a lot of shaders. ThenContinueContinue reading “Unforeseen roundness”

Posted bygoldengratusJanuary 17, 2022Posted inGame DevelopmentLeave a comment on Unforeseen roundness

Begin again

Added the voice lines to the final stage and tested the boss a few times. I added some more interesting interaction between the puzzle and the boss then tweaked some of the difficulty to hopefully make her a bit more challenging yet again. There wasn’t a lot left to be done and I thought aboutContinueContinue reading “Begin again”

Posted bygoldengratusJanuary 13, 2022Posted inGame DevelopmentLeave a comment on Begin again

Difficulty adjusted

The special attack for the boss was a bit too repetitive so I went back to the vfx and added three more. They went well with the fight and it looks a lot more interesting visually. Every time I beat the boss I tweak her slightly to make her a little bit harder. I adjustContinueContinue reading “Difficulty adjusted”

Posted bygoldengratusJanuary 12, 2022Posted inGame DevelopmentLeave a comment on Difficulty adjusted

Better and better

I thought I wouldn’t be adding more to the boss, but the more I fought her the more I wanted the interaction to be more challenging. I started off by making sure that the colors of her weapon shifted faster than her cloth. I added a new tree to her AI that will make herContinueContinue reading “Better and better”

Posted bygoldengratusJanuary 11, 2022Posted inGame DevelopmentLeave a comment on Better and better

Bloody Finished

This update will be for yesterday and today since my internet was down. I improved the boss’ attacks. Basically added more and made sure that she attacked differently based on distance. I found a way for an actor to rotate while still under root motion. That means that the boss will not fully track theContinueContinue reading “Bloody Finished”

Posted bygoldengratusJanuary 6, 2022Posted inGame Development, LearningLeave a comment on Bloody Finished

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