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Category Archives: Game Development

July Update

Today isn’t the last day of the month but it is a Friday, and I take breaks on weekends. I took a lighter day and recorded a video showcasing some of the abilities in the game. These wouldn’t be available when the player fights the first boss but they will be there in new game+ContinueContinue reading “July Update”

Posted bygoldengratusJuly 30, 2021July 30, 2021Posted inGame DevelopmentLeave a comment on July Update

Fractured light

Spent what time I had to create the entire mechanic for the broken powers. I first made sure that it checked what power the player had on when they died. I made a macro so they couldn’t switch to that power if they tried to. I also created a macro for the power switching, thatContinueContinue reading “Fractured light”

Posted bygoldengratusJuly 29, 2021July 29, 2021Posted inGame DevelopmentLeave a comment on Fractured light

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 enoughContinueContinue 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.ContinueContinue 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 2ContinueContinue 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. ItContinueContinue 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 itContinueContinue 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 areContinueContinue 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 itContinueContinue 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 wiresContinueContinue reading “Cleanup”

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

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