After posting a combat preview on Reddit I got great feedback about the whip. It was a bit too easy to use especially since it had auto-aim. That made me rethink the type of game I was going for and the mechanics I want the player to have fun with. The whip was indeed tooContinueContinue reading “Whip Overhaul”
Category Archives: Game Development
Adding toggle
I don’t usually work on Fridays and today is a holiday over here but I was in the mood to add a new input. It is scary when adding any new control though this one was fairly straightforward. Since the sprinting doesn’t take up any resources I feel the player would be sprinting more oftenContinueContinue reading “Adding toggle”
Set Dressing
A building in the final level was looking very barren and it made me appear lazy. I added random props and objects to fill it up and give it more life so to speak. I created a new material instance that had a different color from the usual objects so it would be clearer whichContinueContinue reading “Set Dressing”
Time Altered
I made some updates yesterday but forgot to make a post. I adjusted some sounds to have them more varied, especially the ones that are repeated quite often. The first boss now alternates between two staggered animations because he is the most likely to get stunned. I also removed the shelves from the arena becauseContinueContinue reading “Time Altered”
Bloody Oops
Made an adjustment to the save slot text to not include the colon (now a hyphen) if the save slot is empty. There was a glitch with the projectile as it could activate boss triggers. I changed the objects it can overlap and collide with. In the final level, there was a visual glitch whenContinueContinue reading “Bloody Oops”
Ancient fix
While playing through the game I realized I wanted to fix the impact effect of the projectile that the player can throw. Instead of spawning the effect on the actor it hits, I instead spawn the VFX where the impact was made. It looks way better this way. After doing this adjustment, I found thatContinueContinue reading “Ancient fix”
Two cats
Mostly small changes today. Some objects weren’t displaying the proper particle effect. I found that I did not put any effect on the rock materials. Added a change to the objects in the third stage to make sure the inspection screen closes when the level is shifting. Moved the barrels in the fourth stage toContinueContinue reading “Two cats”
More save slots
While working on improving the main menu yesterday I found a widget switcher for the UMG. What it does is set different tabs on the widget so you can lots of different menus and switch between them easily. This would have been very useful for other menus. Anyway, I took advantage of this new knowledgeContinueContinue reading “More save slots”
Custom Cursor
Watched a quick video on how to add a custom cursor and it was incredibly easy to implement it. I used the same image that appears on buttons for the image for the cursor. It doesn’t change much but it adds to the game refinement as a whole. I then updated the journal entries soContinueContinue reading “Custom Cursor”
Release Date
I’ve been making a lot of small changes to the site and I addressed some bugs over the weekend. I finally have a release date for the game: May 28, 2022. That’s not too far and I’m hoping I can have everything sorted by then. I made sure the UI disappeared when it was supposedContinueContinue reading “Release Date”