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Paolo Villanueva's personal site

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Managing Time

Made sure to finish off the time power, both light and dark inputs. Added a different animation for the enhanced ability as I always do. Made sure it has special effects to make it clear it was casting and it was finished. Pulled a nice electric sound from the free sound files I had. IContinue reading "Managing Time"

Posted bygoldengratusMay 27, 2021Posted inGame DevelopmentLeave a comment on Managing Time

Time Shadows

The new power I added has to do with the perception of time. This ability is based on Brandon Sanderson's Mistborn series where certain characters can use this resource called Atium to see shadows that show a person's possible choices. It was quite the endeavor to get working but eventually I was able to comeContinue reading "Time Shadows"

Posted bygoldengratusMay 26, 2021Posted inGame DevelopmentLeave a comment on Time Shadows

Closing the clock

I have added improvements to the checks for the dash and sprint. Making sure that it will only dash if it was a quick and light tap. After some tests done this is the best version so far, it is proving consistent for now. With that out of the way I went to improve andContinue reading "Closing the clock"

Posted bygoldengratusMay 25, 2021May 25, 2021Posted inGame DevelopmentLeave a comment on Closing the clock

Menus, names, and saves

I've been wanting to improve the logic of the save system for awhile, and also make sure that there are more possible slots to save a game. This way more than one person can have a save game within the game itself. I also am slowly improving the menus in terms of visual clarity andContinue reading "Menus, names, and saves"

Posted bygoldengratusMay 24, 2021Posted inGame Development, LearningLeave a comment on Menus, names, and saves

Creating a better link

Toned down the reflection of the material on the player's shoulder plate and bracers. It should be easier to render something less reflective, but at least it is still shiny. Used new animations for the shooting. The Paragon Gideon character has really done well for me. I have used so much of his animations andContinue reading "Creating a better link"

Posted bygoldengratusMay 21, 2021Posted inGame DevelopmentLeave a comment on Creating a better link

New powers

Sat for a moment to think about the new power I wanted to add. I knew I wanted it to have the ability to fire a projectile. But as the powers have two abilities, such as the heal and the self life-drain, this one should have two abilities as well. Took some time for meContinue reading "New powers"

Posted bygoldengratusMay 20, 2021Posted inGame DevelopmentLeave a comment on New powers

Sorting the sound

Hunkered down and sorted through all the rest of the sound files I hadn't listened to. These were three different years and there were more years in the resources but I decided not to get them all. There is an advantage with keeping the sound files and any files for that matter at a lowContinue reading "Sorting the sound"

Posted bygoldengratusMay 19, 2021Posted inGame DevelopmentLeave a comment on Sorting the sound

The sound of my game

Watched a quick tutorial on setting up a system so that the sounds are separated into proper categories that you can change the values of individually. This is exactly what I was looking for and it worked marvelously. The tedious part was that I had to go through all the sounds I had in theContinue reading "The sound of my game"

Posted bygoldengratusMay 18, 2021Posted inGame Development, LearningLeave a comment on The sound of my game

Fading out

Updated the function that handled the whip traces by making it more flexible with the distances. I didn't like how the whip pull was working especially in large areas because it wasn't throwing it very far. This has helped the issue so far, I will probably tweak the distance value as I go. For nowContinue reading "Fading out"

Posted bygoldengratusMay 17, 2021Posted inGame Development, LearningLeave a comment on Fading out

Puzzle variations

The problem with how I was doing my current puzzles was that if you run into them again the answer doesn't change. I took inspiration from Dishonored 2 and came with up with a way that the answer to the bell ringing during the boss fight is always different. I couldn't change the puzzle withinContinue reading "Puzzle variations"

Posted bygoldengratusMay 13, 2021Posted inGame DevelopmentLeave a comment on Puzzle variations

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