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Mechanical changes

Before I recorded the new voice lines I got sidetracked again because I made a big change to some of the mechanics. To free up some space and also make the lantern powers more interesting I removed the block button and changed it to one of the lantern modes. This way the lantern button onContinue reading "Mechanical changes"

Posted bygoldengratusJuly 28, 2021Posted inUncategorizedLeave a comment on Mechanical changes

Shield and sound

I got sidetracked before starting to record some of the voice lines. I couldn't stop thinking about how it is unclear when the player won't be able to use the shield. Since there are no numbers I decided to add an icon to the resource bar that will show up when the player has enoughContinue reading "Shield and sound"

Posted bygoldengratusJuly 27, 2021Posted inGame DevelopmentLeave a comment on Shield and sound

Whips and clarity

When I decided to cutback on the voice lines I realized I can create a speaker, a narrator. Similar to what Super Giant did for Bastion and Transistor. This way I don't have to create many lines for all the characters, and I can have a few interesting lines from the narrator that is speaking.Continue reading "Whips and clarity"

Posted bygoldengratusJuly 26, 2021Posted inGame Development, LearningLeave a comment on Whips and clarity

Combat, gravity, HUD

The impact of attacks doesn't sit well with me sometimes, what I mean is that I have a feeling that sometimes there is not enough effects that communicate a successful hit. Without a proper knockback on the enemies I have been relying on visual and audio effects, as well as slowing down time for 2Continue reading "Combat, gravity, HUD"

Posted bygoldengratusJuly 23, 2021Posted inGame DevelopmentLeave a comment on Combat, gravity, HUD

Controller types

Adjusted the placement of where the sword trails were because they didn't look right. I tried out more animations from the asset I got. With it I replaced the parry animation, so it should be relatively easier to parry, and I added an event so it doesn't take too long before the parry resets. ItContinue reading "Controller types"

Posted bygoldengratusJuly 22, 2021Posted inGame DevelopmentLeave a comment on Controller types

New things

I was finally able to buy stuff off the Unreal marketplace. I got the progress bars with animations, and a ton of animations for the shield and sword. The progress bar is a nice asset because it does exactly what I already have, setting the progress through percentages, but it has an animation when itContinue reading "New things"

Posted bygoldengratusJuly 21, 2021Posted inGame DevelopmentLeave a comment on New things

Shifting menus

The second level of the game is probably the least dense one. I made added some improvements to make sure it is a bit more interesting and there is more things to find or discover. I also fixed the attack of the pillars to make sure that it doesn't affect the player if they areContinue reading "Shifting menus"

Posted bygoldengratusJuly 19, 2021Posted inGame DevelopmentLeave a comment on Shifting menus

More story

Spent the time I had to flesh out the story more, specifically the Blood Arts which the Tricksters use. I will share a short snippet of what I wrote without spoiling too much. I read up on the human body and its systems, more of a review of what I learned in school, and itContinue reading "More story"

Posted bygoldengratusJuly 15, 2021Posted inGame DevelopmentLeave a comment on More story

Cleanup

I spent the day looking over the blueprint I have for the main character. I went around cleaning up the functions as much as I could while also deleting things that were irrelevant and unnecessary. There were a few things that I simplified and others that I improved. Made sure a lot of the wiresContinue reading "Cleanup"

Posted bygoldengratusJuly 14, 2021Posted inGame DevelopmentLeave a comment on Cleanup

Splat

I realized I could make a separate event where the trigger of the whip's disappear could be called again and again. Previously I had it attached at the end which is why it didn't work well because the timing would overlap to when the whip was appearing. Essentially this works to always make sure theContinue reading "Splat"

Posted bygoldengratusJuly 13, 2021Posted inGame Development, LearningLeave a comment on Splat

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