Started the short course on Global Illumination. Most of what it taught I had already learned but there were a few interesting aspects such as using an emissive texture as static lighting. That may come in handy if I do go back to static sources. The lighting I have for the game is all moveable.ContinueContinue reading “Death defying”
Category Archives: Game Development
Resolution and Complexity
I went through the levels and as I expected there weren’t a lot of objects that needed changing. I had been prioritizing optimization for a while now and made sure that there wasn’t anything too crazy. Granted, some objects do have a red/bad level of shader complexity but nothing is white which is extremely bad.ContinueContinue reading “Resolution and Complexity”
A new landing
Currently, my audio design is quite limited and simple. I am fine with that and I still need to get new music so I can put everything together. The jumping sound is finally in a place where I believe it won’t need any more adjusting. It isn’t too loud or too soft. My biggest issueContinueContinue reading “A new landing”
Sound scape
I continued the work of improving the sound and adding more interesting audio design to the game. There’s so much I can do but to stick to what I have been doing I am going to keep things as simple as needed. If I absolutely feel the need to go the extra mile or twoContinueContinue reading “Sound scape”
Game tester
Being my own game tester isn’t too difficult. I just have to poke and prod everything repeatedly and try my best to break something. So far, I found a few bugs while going around the levels and also testing some settings. The crosshair settings would break after it was saved because I had not actuallyContinueContinue reading “Game tester”
Back to basics
I changed the color of the Buttons so it matches the theme more and is less obnoxious. I went back to the first stage and updated some tutorials. For the fifth stage I had forgotten to add a tutorial for the new power, so I put one there. When the Primelight is full I calledContinueContinue reading “Back to basics”
Finished touch
I added the other story elements for the stage which are the journal details and the voice lines that I recorded and edited on Audacity. The walls still have issues with being able to ramp up the player’s speed but I tried to fix it by adding more pillars/obstacles around the edges. Plugging in theContinueContinue reading “Finished touch”
Rampage
I felt that the boss was lacking one more attack. The new one I added is still similar to the projectile but this one is bigger, lasts longer, moves slower, and has the appearance of a running figure. I thought it would be cool to have another thing that appeared very menacing. I will probablyContinueContinue reading “Rampage”
Strings
To make the fight feel more varied I limited the attacks for the boss until they are at half health. Then I added the time shadow montages as I do with every boss to guarantee that the mechanic works for this boss as well. It probably won’t be too useful on this boss since heContinueContinue reading “Strings”
Bright white
I made sure the boss had three distinct attacks. It can send out a normal projectile, a pillar that spawns on the player, and a ring. The ring started off as the same one from the first boss, but it became far too large in the big field. Eventually, I changed the scaling of theContinueContinue reading “Bright white”