Internet was down for a good portion of the day so while I wanted to learn about how to set bounds for my new level I could not research it just yet. Instead I worked on improving the super-charged aura for the lantern. Perhaps I need to come up with a better name for it.ContinueContinue reading “It’s all in the details”
Category Archives: Game Development
Expanding a little
I’ve had this special effect idea in my head for a few days I wanted to see if I could implement it. It was pretty easy to do, it basically leaves an after image of the melee weapon after it hits an enemy. I spawn a separate object which is a blueprint that has theContinueContinue reading “Expanding a little”
A journal entry
No screenshots of development. For today I worked on the story aspect of the game. Fleshing out more of the details of the world, the lore and its rules. I am a writer first before a game developer. It was about time I started writing again. Most of the story will be revealed in theContinueContinue reading “A journal entry”
Tutorials!
After a lot of time and effort spent avoiding adding some tutorial messages I finally got around to it. I made a simple widget, copying off the logic I used for the widget for the items. I played around with the several settings to figure out how to change the image on the fly soContinueContinue reading “Tutorials!”
Finding footsteps
I fixed a few things before I proceeded to figuring out how to add the footprints/footsteps that I wanted. The light was strange for the outline of the tree when it was reacting to the lantern, it looked a bit too similar to Christmas lights so I was able to fix it by toning downContinueContinue reading “Finding footsteps”
More dissolving
As I explored the marketplace for different types of menus I happened upon a product with pretty good reviews. It has settings not only for changing input/controls but also other settings such as graphics and audio. I have to save up for it but it seems pretty worth it to save me the time andContinueContinue reading “More dissolving”
Fog is back
Threw on some glowing falling leaves on the trees because I think it looks very cool. It really helps with the aesthetic of the area and it doesn’t seem to have any crazy cost on the performance. I’ve had these free particles for awhile and I just had to go through all the types ofContinueContinue reading “Fog is back”
Inner Trees
In the process of trying to figure out how to get the specific key of an input I found out it wasn’t as simple as I had thought. This made me change up some of the logic to adapt the interact text to what it does to the object and it won’t show the specificContinueContinue reading “Inner Trees”
A solid cone
Spent some time thinking about how I wanting the lantern to have a clear vivid light since I began development of the game. With the fog on it was clear where the light was because it “drew” the fog around it. But since the fog was expensive on the game I took it out soContinueContinue reading “A solid cone”
Combat and melee work
Baked some lighting just before moving on to adjusting and fixing some of the melee animations for the boss and player. The boss had some attacks that looked weird in game so I made sure they worked better either by changing certain root settings or adjusting whether it affected his upper body or his wholeContinueContinue reading “Combat and melee work”