I added notifies to the boss’ walk animations so it would make sound for each step. Nothing really feels concrete without sound. I also gave him a nice staff/weapon with a lantern on the end of it. The boss has a thing for lanterns so why not go all the way. There was some problemsContinueContinue reading “Light attacks”
Category Archives: Game Development
Some plugging
I got the asset today, but I only had time to use the animations to replace the current movement of the boss. At least I got to see what it looked like idle and in motion. I like the look of the animations and I expect to be very busy with this boss for quiteContinueContinue reading “Some plugging”
UI Overhaul
I am not a great vector artist, and nowhere near a good UI artist. Today I spent the time creating new UI images for the game using Inkscape. Some I am happy with, others I am only okay with. Since I am new to the program it took awhile for me to get used to.ContinueContinue reading “UI Overhaul”
Scenery changes
I was not happy with how the arena of the boss fight looked. It was a nice idea to have it up in the sky looking down at the flowers and tombstones. But in the end it was a boring glass box. The feeling of fighting there wasn’t what I wanted. I scrapped the entireContinueContinue reading “Scenery changes”
Bad math
I learned that a rotating component can target a specific component on a blueprint. This means it doesn’t have to rotate the entire thing. This was helpful in my newest update because I was considering creating a new blueprint, but that would have been too much extra work. The rotation happens on floating gems. MyContinueContinue reading “Bad math”
Elements
Started work on a new object that will be the puzzle for the boss fight. Like the other puzzles the player doesn’t have to interact with this one. Half of my time today was probably spent on the planning stages, as I did say I would be slower and more methodical with this one. NowContinueContinue reading “Elements”
Lots of glass
Started on the foundations of the fifth level’s boss. I made sure the trigger worked and it brought the player to the boss room. I tried fancy ways of making the boss room, but I found that it was easier to just move the player and have a camera pan. The pan itself acts asContinueContinue reading “Lots of glass”
Starry sea
Added data to the level’s save file to track and update the position of the dog when the player saves and loads the stage. This will make sure the the dog is in the same place the player leaves him. I wanted the dog to look at the player so at least there was someContinueContinue reading “Starry sea”
Dog update
Before I made one of my favorite things I first added a lot of footsteps all over the house. I’m not gonna say exactly what they are for but I made laid them out for the player to follow. Near some of the graves I put some fireflies that can follow the player if theyContinueContinue reading “Dog update”
Reflections
Stairs seemed like a good idea at first for the building. But then I found that the materials were one-sided, so they were transparent underneath. Took out the stairs and place the structure on the ground. That was my main theme for the day. Creating something and realizing there was a better and more lazyContinueContinue reading “Reflections”