Made several additions and improvements to the boss today. This is surely not the last time I will touch it, but it will be awhile before I circle round to the boss again. There’s much to do down the line. It’s good to tick some boxes. Added vital physical alterations to the boss, the mostContinueContinue reading “Boss and more”
Category Archives: Game Development
Addressing the interface
User interface is very important in every game. It directs the player’s eyes and can help add to the overall experience of the game. I used the lesson from Unreal’s online course to help me, pausing in between lessons to use what I learned to update what I needed to in my game. I startedContinueContinue reading “Addressing the interface”
Construction and destruction
With the save data finally working (I tested it several times to make sure) I moved on to the other objects in the level that needed to have their logic updated. Those objects being the torches and the special physics objects I use. The torches were quick and easy, mostly the same as the doorContinueContinue reading “Construction and destruction”
Help from beyond
I spent several hours of the day stuck at one problem. That’s when I really felt I was coding, using a visual scripting language, but still programming nonetheless. Anyway it was my issue with the save file not being loaded in correctly when I restarted the game while playing the game, it worked fine ifContinueContinue reading “Help from beyond”
Always a second chance
Dove straight back into improving the saving and loading system. My idea for the respawning of the player is that they dive straight back into the world that they had already interacted with. So doors that they opened should be opened, objects which were destroyed stay destroyed. And because of this I was faced withContinueContinue reading “Always a second chance”
A start to saving
Opened the project up and quickly went over what I could do for the camera actions, ending up using a camera shake when certain attacks hit. It’s just a place holder, I want to have more interesting camera movement later on. Camera shakes seem more appropriate when taking hits or being around large impacts. ItContinueContinue reading “A start to saving”
Optimization and etc.
Spent some time playing around with the boss area, making sure the boss doesn’t approach the player until they enter the room, I just went with a giant invisible barrier that gets removed once the trigger is activated. I’m sure there are better ways but this is the quickest and cheapest way I found soContinueContinue reading “Optimization and etc.”
Fiddling with doors
I watched a nice short video by GMTK (Game Maker’s Toolkit) about how some games, mostly indie games, had designed themselves. From a game designer’s point of view it basically means letting the whatever is the most fun in the game take priority even over ideas you were committed to. I’m still struggling with whatContinueContinue reading “Fiddling with doors”
Dodge and snap
Small but important updates today. Added more animations for dodges. Had to tweak each one specifically so it went in the proper direction and distance. Updated the original logic for how I set the dodge so it now knows more specifically which direction the player is inputting into the controls. Now there is a distinctContinueContinue reading “Dodge and snap”
Bossy blue eyes
I had a very clear idea of what I wanted to do today and these days that doesn’t happen very often. I first implemented a simple system so the boss doesn’t repeat the previous action it just did. It didn’t look smart doing the same thing over and over again. Next thing was giving theContinueContinue reading “Bossy blue eyes”