Added some more clues to guide the player with one of the trickier puzzles. There was an error with some objects and I disabled their collision to fix it. No issues afterward. It is frustrating to find a bug in a mechanic that I thought had no more issues. The sprinting had a problem becauseContinueContinue reading “What lies underneath”
Category Archives: Game Development
Tree line
Trying to break my game is both fun and tedious. I enjoy looking for what I can improve while at the same time it also requires me to play the same parts over and over again. In the second level, I have an invisible blocking volume around the level that keeps the players within itsContinueContinue reading “Tree line”
Tiny tests
I updated the journal entries for all of the levels. It is primarily for the players who are interested in following the story. I packaged the game to see how it would run on its own because I’ve been running into long load times in the engine. It seems to run with no issues whichContinueContinue reading “Tiny tests”
Unforeseen roundness
I got a free plugin last month that cleaned up unused assets within the project so I let it take its time to remove all that. It was nearly 3 gig worth of files and it didn’t take too long to remove. Once it was finished it had to recompile a lot of shaders. ThenContinueContinue reading “Unforeseen roundness”
Begin again
Added the voice lines to the final stage and tested the boss a few times. I added some more interesting interaction between the puzzle and the boss then tweaked some of the difficulty to hopefully make her a bit more challenging yet again. There wasn’t a lot left to be done and I thought aboutContinueContinue reading “Begin again”
Difficulty adjusted
The special attack for the boss was a bit too repetitive so I went back to the vfx and added three more. They went well with the fight and it looks a lot more interesting visually. Every time I beat the boss I tweak her slightly to make her a little bit harder. I adjustContinueContinue reading “Difficulty adjusted”
Better and better
I thought I wouldn’t be adding more to the boss, but the more I fought her the more I wanted the interaction to be more challenging. I started off by making sure that the colors of her weapon shifted faster than her cloth. I added a new tree to her AI that will make herContinueContinue reading “Better and better”
Bloody Finished
This update will be for yesterday and today since my internet was down. I improved the boss’ attacks. Basically added more and made sure that she attacked differently based on distance. I found a way for an actor to rotate while still under root motion. That means that the boss will not fully track theContinueContinue reading “Bloody Finished”
Many attacks
The challenge with adding attack states to the whip is that not every movement is an actual attack. I had to go back to the body animation to see what looks like motion that should deal damage. I went back and forth between both montages to make sure it was lining up properly. After IContinueContinue reading “Many attacks”
Back at it
A new year and have started by getting back into the groove of development. There are fewer distractions and no more holidays so I started by searching for the best vfx for a special attack. I lined them up and watched them in game. Once I found the ones I liked I created a newContinueContinue reading “Back at it”