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Pixel Noise
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« Reply #61 on: December 27, 2016, 05:26:55 PM » |
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The boss is a bug! I wondered if that was what it would be. Are there story elements behind that?
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FoldedPixels
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« Reply #62 on: December 28, 2016, 01:32:37 PM » |
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Yes, there is a story behind this thing (it's a (computer) worm, technically). It's one of the reasons why this particular environment looks decrepit and dysfunctional. It was released when the main antagonist took over, and it has been growing in size ever since, wrecking the lower areas of the system's memory. Here's a prototype of the first stage of the fight, before it emerges from the ground: The most difficult part was actually getting the timing and the movement of the body segments right. I will still need to adjust the attack timing.
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FoldedPixels
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« Reply #63 on: December 31, 2016, 10:09:15 AM » |
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The boss's entrance animation is finished (at least for now). And that's all for this year.
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FoldedPixels
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« Reply #66 on: January 11, 2017, 12:54:47 PM » |
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Currently working on an upgrade system - Blip will be able to gain new abilities and improve the existing ones. I'm having some trouble getting screen recording to work, so here's just a static image of the upgrade menu and part of the rest of the screen.
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Pixel Noise
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« Reply #67 on: January 11, 2017, 05:32:14 PM » |
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Nice - I'm a big fan of that sort of upgrade system.
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andyfromiowa
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« Reply #68 on: January 14, 2017, 10:36:09 AM » |
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The boss looks awesome. I'm very impressed with how this progressed. Minor graphical suggestion: Have you tried putting a black outline around the main character's arm when it's in front of the body? It might create a little more depth and detail when standing still. Keep up the good work!
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FoldedPixels
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« Reply #69 on: January 14, 2017, 01:58:49 PM » |
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Thanks for the feedback, everyone. To be honest, judging things becomes really difficult when I've been staring at them for so long. Minor graphical suggestion: Have you tried putting a black outline around the main character's arm when it's in front of the body? It might create a little more depth and detail when standing still.
Blip's sprite requires some more polishing - including minor shading as you've suggested. I put it on the to-do list since it's not crucial for the game right now, but I will get to it surely. In other news, I started working on a new environment - this time not (quite as) destroyed as the first one. I will need to add more decorations, but for now here's a prototype:
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Pixel Noise
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« Reply #72 on: January 22, 2017, 06:23:47 AM » |
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That's really cool - it took me a moment to notice the head was detached and...dripping onto the body. Very creative
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FoldedPixels
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« Reply #73 on: January 25, 2017, 01:23:14 PM » |
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Thanks for the feedback. I think putting it on a brighter background might make the effect more obvious. I have continued working on the new area. It's not that technically involved, but there's more puzzles in it than in the previous one and it all takes some time to set up. I also fixed a long-time annoyance that had to do with jumping and edges of objects - now it's much more likely that a human will be able to perform a last-moment jump off a ledge.
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FoldedPixels
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« Reply #75 on: February 01, 2017, 01:45:57 PM » |
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I fixed a long-time problem with AI not turning back properly when standing on the edge of a platform. In terms of level design, I continued adding to the new area. It can get tedious at times, but at least things are working like they should be (so far).
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Pixel Noise
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« Reply #77 on: February 04, 2017, 02:04:02 PM » |
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I know level design isn't the most glamorous aspect of the process (at least it sounds like you're somewhat unenthused), but I'm loving all the new enemies you've been showing. Each one is really interesting and unique.
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FoldedPixels
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« Reply #78 on: February 08, 2017, 01:50:13 PM » |
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Thanks for the feedback. One of the consequences of working on a project for an extended period of time is that it becomes increasingly hard to evaluate things like level and enemy design. With that said, the level design part of this area is practically done. Now I just need to make sure that everything is wired up correctly, which means going through every gate, lift, beam and button and making sure they are in the correct state when the level is entered. The tediousness dissipates a bit after you get used to it. The bug fix for this time is: a long-standing bug regarding placement of detection areas in lifts. Now they should never stick out of bounds, so you will neither be made almost-weightless by standing over the end terminal or have to jump to reach the lift zone.
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