Show Posts
|
|
Pages: [1] 2 3 ... 96
|
|
1
|
Jobs / Portfolios / Re: Emergency fantasy / sci-fi art commissions call - March 2024
|
on: March 10, 2024, 11:37:57 PM
|
|
I'm so sorry to hear of your difficulties!
I'm not in a position to hire right now myself, but I've at least re -tweeted/-posted on social media.
I do want to note that your social media links above seem to be broken. Not egregiously so, but nevertheless not functional at just a click: they seem to be surrounded by single inverted commas.
|
|
|
|
|
2
|
Developer / Playtesting / Re: Enalim: isometric retro rpg
|
on: March 04, 2024, 12:22:11 PM
|
|
Okay, so I've tried out the Linux version, and have a few thoughts:
First of all, the visuals are almost painfully Ultima VII. Whether this is a good or bad thing is a matter of personal preference, of course.
I will say, I'm not sure that I'm a fan of having even background elements be outlined--it makes it that much harder to pick out what's actually important, as well as introducing superfluous noise to the scene, I feel.
Otherwise in visual matters, I'm not sure of how far along you are there, and thus whether you're looking for more feedback on that sort of thing. Would you like more thoughts there, or would they be premature at this point in development?
In terms of gameplay, the basics seem to work well enough.
Buuuut... I'll confess that I'm stuck. And quite early on, as well!
So, I've reached the second island, and have ventured through the caves and talked with the monks. So far so good!
I wasn't able to defeat more than a few rats--the knife that I found didn't seem to do much damage, and I don't seem to have many hitpoints--but I slipped by them. (I think that I was hoping for a better weapon to be found.)
But then I was given a key by the monks, opened a door--and was killed by green creatures.
Now, I am aware of the spell that I was given!
... I just can't seem to get it to work.
It seems that if I click on it to select it, I can potentially then click on something in the world--but so far I've found no valid targets; every attempt has been met with a "no entry" cursor. I somewhat expected to use it on myself--but I can't seem to click on myself without instead opening the character screen (I think that it is).
There are some icons below the spell's entry, which I thought might indicate reagents--but I haven't managed to decipher them.
I feel like I'm missing something--but I don't know what it is. :/
So, would you tell me please: where am I going wrong?
I'm interested to try out more of the game, but without a means to progress that's proving troublesome!
|
|
|
|
|
3
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: March 04, 2024, 03:55:15 AM
|
Yes, I haven't completely decided yet but I will likely use that character, which will be one of the characters that will be featured in the game Hub. Ah, nice! It looks like a good model! ^_^ Implemented collect item popup window. I needed it to show when the player receives a Gem, a material that allows players to change or upgrade abilities. Gem is sometimes obtained as enemy drops after defeating them.
A good thought! Without such a thing it can be awfully easy to miss the gaining of an item--plus the notification can be nicely rewarding, I feel. ^_^
|
|
|
|
|
4
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: March 04, 2024, 03:46:07 AM
|
Blog post (4th of March, 2024) Shattered RoomsSummary: In which an announcement is made regarding blog-posts; the new demo's Autumn Moon section gains bordering trees; the demo's Shattered Moon section sees a number of changes; various foes from the Shattered Moon are updated; some lighting is changed; and room-trails are set in place.Greetings and salutations! This week's screenshot shows an update to that barrier of autumnal trees that I showed last week, I believe:  The week just past was a fairly busy one, I feel! But before I begin, an announcement: I've been finding, I fear, that these blog-posts seem to meet with little response. As a result, I'm thinking that I might switch to video-devlogs--and that less frequently. I'm still considering how best to handle such things--I want to be careful of spoiling too much--but I'm thinking that I might start with a short introductory video, posted sometime soon. Now, while this does mean that these text-devlogs will be ceasing, I intend to post the video-devlogs in the same places, and likely with a very brief point-form summary of the matters covered in the videos. So, don't go away, but rather stay to see how my adventure in video-devlogging goes, and to get news on the project that way! And let me say: If you have commented on any of my text-devlogs in the past, then thank you for that! Know that it is truly appreciated! ^_^ Now, on to the usual devlog... To start with, work continued in the week just past on the enemy-level for the new demo. I showed last week, I believe, a bare start to the trees that line the Autumn Moon section of the new demo. Well, in the week just past I continued my work there, and--with some experimentation--came up with a result (shown above) that I'm at least fairly happy with! With that done, I've moved on to the region of the demo that shows the Shattered Moon. Here there were more changes! For one, it's now, well, shattered: its rooms no longer directly connected, but rather accessed via doors that "teleport" the player from one room to another. And its shattered nature is visually represented, too: the rooms have been altered to now appear like broken chunks from what was once a greater whole. What's more, some work has been done on the decoration of the place, adding magical lights on the walls and carpets on certain floors.   And the denizens of the Shattered Moon have seen some changes, too. These are several, and individually fairly small, so let me list them in brief: The AI for the Shattered in Body has been given a bit more complexity; effects have been added for the disappearance and reappearance of the Shattered in Time; new death-effects have been added for the Shattered in Life; the projectiles of the Shattered in Time now skip back and forth more greatly; and the "prototype" shader has been applied to the projectiles of all of the Shattered in order to make them more visible. And on a more general note, the lighting for the demo has been updated. Remaining with the demo overall, in the week just past I finished off--for now, at least--the trail-data for the various rooms of the demo. Not only in applying new data to rooms that lacked it, but also in adjusting what was already in place!  And finally, a number of changes were made in the week just past that don't seem worth mentioning here! That then is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|
5
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: February 26, 2024, 02:34:00 AM
|
Ah no, the back arrow is only if you want to undo the last stat change until you confirm the level up. I hadn't thought about respec, but since any stat can be increased up to level 3, I don't know if it's worth putting the possibility of respec, but I'll think about it.  Ah, I see! That does make sense, of course! And indeed, with only three stat-levels, it doesn't seem like re-speccing is likely to be all that useful. Especially as I seem to recall that this is a fairly short game! As to the new changes, once again the new UIs are looking good thus far! And is that a new character model that I see...?
|
|
|
|
|
7
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: February 26, 2024, 02:13:38 AM
|
Blog post (26th of February, 2024) Autumnal SightsSummary: In which the Autumn Moon section of the demo begins to see "walls"; particle systems can have independent emission sources; a trail is added to the Autumn Moon section of the demo; leaf-pile spawners are, I think, complete; Centipedes become smaller and faster; spore-clouds slow the player more; and Spitting Snakes gain a status effect.Greetings and salutations! This week's screenshot shows a start to some "walls" for the Autumn Moon:  The week just past was perhaps largely a visual one, but with some gameplay stuff done too: As shown above, work continued in the week just past on the Autumn Moon. In that screenshot you can see a few bare trees, and it's of such as these that I intend to build the "walls" of the Autumn Moon--or at least within the section that's represented in the new demo. That said, this is still a work-in-progress--hence there being only a few, and only in a single rank. Remaining with the appearance of this region, in the week just past I set in place a player-trail for the area. Now, amongst the drifts of fallen leaves it doesn't make much sense to me to have a trail of dust or other such particulate. Instead, it makes sense to me to have a trail of leaves, kicked up by the player's passage. And the obvious way to do this (to my mind) is via a particle system. ... Except that my particle class didn't support particle systems that "left particles behind" as they moved. In short, it emitted particles relative to its parent-node, and updated them relative to the same node. Thus offsetting the parent-node would offset all particles with it. So, in the week just past I set about implementing a way of "leaving particles behind"! Specifically, the particle class can now take an optional node that, if given, is used as the emission source for the system--while particle updating remains relative to the parent-node. Thus the parent-node can remain stationary while the emission-node is moved--thus resulting in particles that emit from a moving point, but that aren't offset with it! And indeed, with that I now have a simple "trail of leaves" effect for the Autumn Moon!  And shading now from visual to gameplay changes, in the week just past I finished off (I believe) the leaf-pile spawners that I recall that I mentioned last week. Some of this addressed their appearance: they're now a little brighter, and skewed to suggest three-dimensionality, and furthermore load their models from the level-file. And some of this addressed their gameplay mechanics: they now have time-based spawning, and apply a limit to that spawning based on the number of centipedes present.  Speaking of gameplay, I made a few changes to the creatures of the Autumn Moon in the week just past: the Centipedes are now smaller and faster, while the spore-clouds applied by the Spore Mushrooms slow the player a bit more. On a similar note, but moving away from the Autumn Moon, the Spitting Snakes of the Serpent Moon now apply a "blinding" effect to the player when their venom strikes, and have had a small update to their aiming (a simplification of it, in fact).  And finally, there were a few changes made in the week just past that don't seem worth detailing here: line of sight for the Autumn Moon section of the demo; some updates to room-trails; and some experimentation--not kept in the end--with normal-mapping in the "basic game-object" shader. That, then, is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|
8
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: February 19, 2024, 01:36:29 AM
|
That UI is definitely improving, to my eye! I'm liking the looks of it so far! ^_^ I am curious: I see that when changing a stat, you have arrows pointing to both the left and right. Does that mean that players can freely re-spec during play, taking stats out and redistributing them as they desire...? I absolutely agree with you  It is one of the things to do on that UI screen. I want to add a panel on the right hand side with toolpit and changes to player stats. Excellent, then! I'm glad to read that this is intended! ^_^
|
|
|
|
|
10
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: February 19, 2024, 01:22:52 AM
|
Blog post (19th of February, 2024) Centipede SurpriseSummary: In which a level is further built; a new spawner is made; and lighting is experimented with.Greetings and salutations! This week's screenshot shows a more-colourful space from within the new demo:  The week just past was, I fear, a bit slow: a family emergency partway through resulted in Wednesday being a write-off, Thursday being very slow, and Friday being a little slow due to tiredness. Nevertheless, some things did get done: As you may gather from the screenshot above, work continued still on the building of the enemy-level in the new demo. Here I finished off the location from the Serpent Moon, set in place a glade from the Summer Moon (shown above), made a space from the Spring Moon--and changed some of my ideas related to that moon--and painted a backdrop texture for the region from the Autumn Moon.  Speaking of the Autumn Moon, in the week just past I made an addition to the challenges found there. You see, one of the major enemies encountered here is a giant centipede, one that inflicts venom with its bite. However, I was, I think, dissatisfied with having this enemy be merely free-roaming. So, in the week just past, I started work on a spawner for them: piles of fallen leaves scattered around the moon from which centipedes might emerge when the player is near. Now, these are just piles of leaves: they're quite easy to destroy. But conversely, doing so releases more centipedes! :D There's thus--I hope!--a bit of a risk-reward decision in these leaves: to destroy them, producing a known number of centipedes, or to pass them by, not knowing when or how many centipedes will spawn from them.  And as part of this, I created a simple variant of my "basic game-object" vertex-shader, one that uses vertex-positions for texture-coordinates. This follows the behaviour of the standard backdrop shader, thus making it easier to keep the two lined up. These spawners are, however, yet a work-in-progress. For one thing, right now they only spawn centipedes when damaged. And for another, I still intend to work on their presentation: I fear that they're a little too easy to miss against the backdrop. And lastly, I experimented further with lighting--but didn't keep any changes. That then is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|
11
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: February 12, 2024, 01:16:13 AM
|
|
Fair enough! Another classic trope!
I will say that I'm seldom a fan of numeric levelling--but I do realise that others quite like it, or so I gather.
At the least I'm glad to see that this game doesn't have the sheer profusion of stats that Dark Souls presents! ^^;
[edit] One thing that might be very useful is to have an indication of what each stat does. This could be as small as a tool-tip, or as large as a separate screen that shows the changes to damage, etc., as in Dark Souls.
But either way, it can help to sell the effectiveness of the changes in stats, and to inform the player in their choices, I daresay.
|
|
|
|
|
12
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: February 12, 2024, 01:05:47 AM
|
Blog post (12th of February, 2024) Water-WaysSummary: In which a level continues to be built; doors and breakable walls take on line-of-sight; and water is depicted.Greetings and salutations! This week's screenshot shows once again a space from within the new demo:  The week just past was one perhaps given primarily to visual matters: First of all, and as shown above, work continued on building the enemy-level in the new demo. Geometry was constructed, new textures were made, and a few rooms were altered.    Now, you may notice in one screenshot above some cracked walls. As you might guess, these walls are breakable. Naturally, it's intended that the player be unable to see past these walls while they stand, but able to see clearly once they're gone. Furthermore, similar might be expected of doors. That is, doors and breakable walls should interact with the line-of-sight system. So, in the week just past I set about implementing that. In short, they can now load, manage, and remove their own line-of-sight geometry! One point in which this was a little tricky was that such objects tend to be thinner than walls, leaving less space for the edging that surrounds line-of-sight geometry. In the case of breakable walls, I don't want that edging to be visibly different to what's found on normal walls, as breakable walls aren't intended to be that obvious. Thus, for such walls, I'm keeping the edging as-is. This does mean that there's no real space for edging on the far side of the wall, but there I'm relying on players being in general only able to approach such walls from one side. In the case of doors, I don't mind at all that they stand out a bit--doors can be obvious. Thus I'm there allowing the edging to be thinner.  And last of the salient changes of the week just past, I put together a new shader intended to depict water. Right now, in the confines of the demo, it's used to depict fluid within the section that represents the Serpent Moon--but I have thoughts towards its use in a variety of other moons within the full game!  And beyond the above, there were a number of changes and fixes enacted in the week just past that don't seem worth detailing here! That then is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|
13
|
Developer / Playtesting / Re: Help me by testing my game to publish it in playstore(play store new policy)
|
on: February 05, 2024, 01:05:57 AM
|
|
I mean, you haven't provided any information about the game, or any screenshots to hook potential testers--nothing to spark interest in the game. Or, for that matter, to aid potential testers in determining whether it's a game that they might enjoy.
Especially as you're asking people (as far as I see) to do unpaid work.
And only more so given that you're asking people to trust you with their email addresses.
|
|
|
|
|
14
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: February 05, 2024, 01:01:36 AM
|
Nice work, all! I'm glad to read that it's coming along nicely--and that you're holding strong against the temptation of Scope Creep! ^_^ Operating the lever opens the elevator door. The door opens very slowly as the creature will come closer and closer to the player. I am implementing this mechanic to increase the tension before the end of the horror section of the game.
A classic--and for good reason: it quite reliably ratchets the tension of the scene. ^_^
|
|
|
|
|
15
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: February 05, 2024, 12:55:51 AM
|
Blog post (5th of February, 2024) Running KoboldsSummary: In which a level is further worked upon; lighting sees changes and experimentation; and enemies gain tweaks and updates to their logic.Greetings and salutations! This week's screenshot shows a work-in-progress space in the new demo:  The week just past was a somewhat varied one, I feel, with work in particular being done on level-building, enemy logic, and lighting: As shown above, work continued in the week just past on the construction of the new demo's enemy-level. Here I adjusted the layout a little, reworked parts of the the "cave" section, built wall geometry, and added line-of-sight geometry. It's still pretty nascent, but it's a start, at the least!  As with prior weeks, the week just past saw changes and experimentation in lighting. Perhaps most saliently, I introduced an element of side-lighting--of brightening regions that point towards the left or right. This, I feel, helps to give a bit of extra "form" to structures that show such surfaces.  Furthermore, I made additional changes to the shader used for caves, including a reworking of the way in which I depict the roughness of cave-walls.  On the experimental side, I tried making the lighting less effective on darker parts of textures--as though they were shadowed. But while the effect looked cool, I feared that it could also result in some areas becoming too visually busy. (The case of the Ossuary Moon, with its walls composed of myriad bones, is a particular concern for this.) And lastly, I tweaked the lighting system's response to height, and removed vertex-colours from the walls of the demo's boss-level. Moving to enemies, a number of such saw tweaks to their logic in the week just past. For the minor changes in brief: the Strangling Vines now react to the player teleporting out of (or otherwise escaping) their grasp; the attack used by the Shattered in Life is now spreadfire; Salamanders now only target the player and "neutral" creatures (i.e. not enemies); and Cave Worms are no longer visible in their default pose before entering their cave. But perhaps more interestingly, Kobolds are now a bit more mobile than previously they were: instead of standing and shooting, they now attempt to move around the player, stopping at intervals to shoot.  And finally, a number of changes were made that don't seem worth detailing here: bug-fixes, code-tweaks, and so on! That then is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|
16
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: January 29, 2024, 05:25:33 AM
|
I hope for the surprise effect, that the player finds out can exclaim "Wow!" I could definitely see it having that effect! ^_^ Unfortunately I think most likely I will put some jumpscare! Well, no game is perfect.  The creature that will be featured in the horror section of the game. ... A cool creature! And I do like the idea of a short section of helplessness and horror to break up the normal gameplay! ^_^ Also, is it just me or does it look in that screenshot like the creature is fanboy/girling over the player? "*GASP!* It's the player! I never thought I'd meet you in person! AAAAAH!"  And finally, it's good to see progress on the horror level! ^_^
|
|
|
|
|
17
|
Player / General / Re: how Get Collaborations in indie dev community?
|
on: January 29, 2024, 05:19:53 AM
|
|
It may also be worth browsing forums (such as this one) for groups who are looking for a coder, and working on a project that you find interesting.
If you find one, I'd suggest having a portfolio ready (which is really just a collection of projects that shows off what you can do, perhaps presented nicely).
In terms of communication, imperfect English may well be quite okay.
That said, let me note that large chunks of unbroken text can I fear be a little off-putting. It can help a lot to break up your text into paragraphs, with one "thought" per paragraph.
|
|
|
|
|
18
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: January 29, 2024, 04:56:48 AM
|
Blog post (29th of January, 2024) Lightening UpSummary: In which a level is worked on; an enemy's projectiles are given a new appearance; a tool's UI is updated; some enemy AIs are given logic for handling walls; projectiles also deal better with walls; lighting is altered; and a miscellany of minor changes is made.Greetings and salutations! This week's screenshot shows an update in the shots fired by Kobold enemies:  The week just past was an interesting one, I feel, centred around level-building and radiating out from it: At the start of the week, as I recall, I had in mind the goal of working on the demo-level that shows standard enemies, and of completing it. And indeed, I did start on this! I added wall-colliders--in some places using the old "wall-lines" system; I set up some line-of-sight geometry; and I set in place a draft of the level's lighting. But I will confess that I was distracted from that work! First--and as shown above--I reworked the appearance of the bolts that are fired by Kobolds. Where previously these were shown as simple flying circles, now they use dedicated models that describe in full their sinusoidal paths. To these models is applied a texture, which is then moved along the geometry to thus give the impression of the bolt flying down the path. And I'm fairly happy with the result thus achieved! I mentioned above that I set in place a draft the level's lighting. Well, in doing so, I once more encountered a minor nuisance: that my lighting editor had various unlabelled controls, the purposes of which I didn't always remember. So, finally getting sick of this, I set about labelling those controls, and furthermore tweaked their layout.  I also mentioned above that I added wall-colliders to the enemy-level. This, naturally, constrained the enemies placed within. And in doing so it revealed some issues with their AIs. Specifically, three enemies--the Centipedes, the Bandits, and the Avatars of Vitality--had issues when encountering walls during their various movements. And so, for each, I implemented some simple logic by which to respond to such events. Furthermore, I found that the Helicopter Seed Plants--which are found along walls--had their seed-projectiles immediately "impact" the walls at their backs, preventing those seeds from flying free. Now, this touched on an issue that I'd previously encountered with the player's projectiles, as I recall: that certain attacks could potentially "hit" a wall immediately on spawning, even if they were directed away from the wall. It was something that I had in mind to look at in the future, I think. But with the issue breaking an enemy, I decided to look at it sooner. What I did was fairly simple: in essence, when a projectile collides with a wall, the game now compares the projectile's movement-direction to the wall's normal-vector, thus determining whether the projectile is moving "towards" the wall. The game then only registers a collision against the projectile if said projectile is indeed found to be moving "towards" the wall. And thankfully this seems to work well! On the visual side, in the week just past I conducted further experimentation with lighting. But this time, I think that I have something that is indeed an improvement! You see, in working on a cave within the enemy-level, I once again found myself dissatisfied with the way that the lighting system handled wall-sides: they were darkened in a fixed manner, and didn't much respond to lights, even the light of the player moving up against them. So I reworked things to produce a more-dynamic form of lighting. Finding that I liked the results, I furthermore ported the new lighting into the other shaders that are commonly used for environments!   And lastly, in the week just past I made a few minor changes that don't seem worth detailing here: an increase to the damage dealt--and thus healing taken--by basic Mummies; a bug-fix to the Echoes of Necrourgy; and a bit more flexibility added to the appearance of the line-of-sight system. That then is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|
19
|
Community / DevLogs / Re: Citizen Pain | First Person Action Prototype
|
on: January 22, 2024, 04:31:41 AM
|
Good point, but in my opinion it should not be too overwhelming for the player to learn them. ... Fair enough! Well, I suppose that we shall see! And yeah, it is fair, I think, to have side-mechanics that the player may pick up, but isn't required to pick up. Interesting, but I personally like the idea of being able to own an enemy and have no risk in using it. ... Also fair! And it does seem that you have balancing elements in place. Enabled possession for the Soldier Swordsman as well. Light attack triggers sword strike, while Heavy attack throws a bomb. I do like that we get access to the bombs! Especially if this becomes viable only after being on the receiving end of them: there's a certain fun to getting to wield to good effect something that once was a trouble to oneself, I feel! For now I’m done with Possession, tomorrow I’ll start implementing a new mechanic taken from horror games. Ooh, that's intriguing! Being fond of horror, I am interested to learn what this might be... :D ... As long as it's not jump-scares. 
|
|
|
|
|
20
|
Community / DevLogs / Re: Moons In Crystal [Metroidvania; Top-Down; Fantasy-"Space"]
|
on: January 22, 2024, 04:16:24 AM
|
Blog post (22nd of January, 2024) To Health Bar or Not To Health Bar--That is the Question!Summary: In which the Ancient Kings gain various tweaks and changes; a miscellany of work is done on the bosses and boss-level of the demo; that boss-level is, I think, now complete; work returns to the standard-enemy-level; various standard enemies are tweaked, fixed, or updated; an enemy being (intentionally) able to walk through walls is addressed; centipedes and mushrooms gain new effects; a potential-but-debated feature is tried; and some tweaks and bug-fixes are enacted.Greetings and salutations! This week's screenshot shows the entrance-hall of the boss-level in the new demo. Each portal leads to a boss, and is marked by a flame indicating the expected difficulty of that boss...  I'm curious: Which boss do you think goes with which flame...? As a reminder, the bosses are: - The Ancient Kings
- The Dragon
- The Shattered Noble
- The Shattered Knight
- The Thorn Guardian
In any case, the week just past was perhaps primarily a week of tweaking and polishing, although other things were done, too: As shown above, work continued in the week just past on the boss-level of the demo. Perhaps most saliently, I made a number of changes to the Ancient Kings: For the last of the kings, one attack is now telegraphed a bit more, and another has a more reliable projectile. (The latter being a matter of adjusting a collision-shape: it was previously too wide, and thus would hit walls when thrown "along" them.) For the third of the kings, the manner of one attack has been tweaked, making them a bit more dangerous. Furthermore, a minor bug-fix was implemented. But the biggest change was in the fourth of the kings. You see, this king telekinetically controls a pair of axes, flying them about the boss-arena. They can be quite deadly as one manoeuvres about! But I found to my frustration that one didn't actually have to manoeuvre: one could just park in a corner and shoot at the boss as they passed. The axes avoided the corners. :/ So, I made some changes to the behaviour of those axes--and suffice it to say that corners are no longer safe!  Other changes to the bosses and their level were fairly minor: the flames shown in the first screenshot above (now of a single colour, varying only in size and intensity, as I recall); some health-gems being spawned after each fight; a change to the turn-rate used by the Ancient Kings upon entering; seats for the Ancient Kings; a cave at the back of the Dragon's lair; and updated geometry for the Dragon's "fire-arcs".  (Those "fire-arcs", in the end, proved both simpler and trickier to make than I'd expected.) What's more, I think that I now have the boss-level complete for the demo! And with that, I have turned my attention back to the level that shows standard enemies. In the level itself, I worked on the sequence of encounters, the placement and numbers of enemies, and the shapes of the rooms themselves. I also made a variety of changes to individual enemies: Many of these were fairly minor changes: an adjustment to the timing of the Cave Worms; tweaks and fixes to the Avatars of Incipience (including some new--simple--animations); a change to the activation of Spore Mushrooms; and a new effect for Cave Worm venom.  More noteworthy, perhaps, is that I addressed an issue with the ghostly Shrouds: the fact that they could (being ghosts) pass through walls. This could potentially land them in another room, which might then result in their being deactivated (if the room was inactive), or have implications for any code examining the number of enemies in their room. In the end, I did two things: I prevented them from having their "current room" changed, even when they do actually move out of it, and I had them move back towards the centre of their room when the player leaves it. It's not a perfect solution, but it seems to work! And last of such enemy-changes, Centipedes now apply a damage-over-time "venom" effect, while Spore Mushrooms apply a "slow" effect. These intended to reflect one of the themes of their home moon...  Turning to game-features, as I recall I have at times considered and internally debated the question of adding health-bars to standard enemies. On the one hand, health-bars would allow players to see how tough a given enemy might be, and how much damage their various combat-spells inflict. (This might be especially helpful for tougher enemies, allowing the player to see progress in the fight.) It would also make the health-drain effect of a certain enemy more apparent to the player, I daresay. On the other hand... I fear that it may decrease immersion by making the experience feel more artificial, and I'm not sure that it matches the feel of this game. Nevertheless, in the week just past I tried it. I'm... still not convinced, and have for now disabled it... but it remains under consideration. And finally, in the week just past I enacted various minor fixes and tweaks, which are perhaps not worth detailing here. Although I remain amused by the (now-fixed) bug in which the player could use the "grab" "metroidvania-upgrade" to catch and drag around the underlying (invisible, non-interactive) "Boss"-object of the Ancient Kings and Shattered Knight--thus moving all of their elements at an offset! That, then, is all for this week--stay well, and thank you for reading! ^_^
|
|
|
|
|