Updated the size of the trace that the lantern uses when it scans for objects, sometimes it’s too big so it would get stuck and not detect an object that it looked like it should be detecting. I’ll get back to it again to make sure it works perfectly. Added a new pillar that affectedContinueContinue reading “One step at a time”
Category Archives: Game Development
Tuning the clock
Changed all the numbers for the health and the light resource. Made sure they had a ratio of 1:2 when going back and forth. Had to adjust the costs of some skills as well so it would match it properly. And it feels a lot better, more balanced and easier to manage. The only onesContinueContinue reading “Tuning the clock”
Story breakthroughs
Over the weekend while discussing a fantasy world my girlfriend and I were creating for fun, I had some epiphanies for the story of Haunt, the history of the world, organization, and the magic they use. I am a big fan of Brandon Sanderson and how he creates magic systems that are rooted in rulesContinueContinue reading “Story breakthroughs”
Adding pillars
While looking through some of my old photos I realized I made a Haunt logo that I hadn’t been using. I like the look of it and I might get a professional to make an improved version. For now though I added it to the loading screen for a simple splash art. After that IContinueContinue reading “Adding pillars”
Adjusting the Clock
With many of the foundations built into the game, it shouldn’t be too hard working on existing and newer levels. But I had to make sure there was an actual way to get from level to level. While I have considered a less linear approach to the levels. For now I am going to stickContinueContinue reading “Adjusting the Clock”
Physicality of objects
Smaller updates today for it was a busy day outside of game development. I put back the collision on the inspectable items when the player is close, since my previous logic had already fixed the issue of it being broken when walking away. My main focus was improving the blueprint of the physics objects. UsingContinueContinue reading “Physicality of objects”
Brightening
Added logic to the dash so that if the player is not moving the dodge will go straight backwards. And I cleaned it up because the backwards dash was resetting twice instead of once. I updated the logic of the input buttons so that if it is empty is doesn’t count as a duplicate key,ContinueContinue reading “Brightening”
Small and medium updates
Having some other people play the demo has been enlightening. As usual there were a ton of issues and glitches to fix. I made improvements over the weekend to a lot of the logic for the character so certain actions work better. Overall my priority is to make sure the character’s mechanics has no problems,ContinueContinue reading “Small and medium updates”
A short demo
Before I tried the stress the packaging I made a few quick adjustments. I added a message to show what the aim of the level was and I created a new model in Blender for the shield. A simple spiky shield for now. That also changes sizes when you parry. The packaging as troublesome becauseContinueContinue reading “A short demo”
Mechanics and more
Took a lot of time to think about what I wanted the game to be, and had to adjust my expectations for the future to match the work and progress that I have. Going in I wasn’t entirely sure what I wanted to create, because I had no experience and only a vague idea ofContinueContinue reading “Mechanics and more”