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TIGSource ForumsCommunityDevLogsMångata (Cancelled)
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Author Topic: Mångata (Cancelled)  (Read 12525 times)
saj
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« Reply #40 on: March 13, 2018, 11:29:44 AM »

Writing a shader for the health bar.

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saj
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« Reply #41 on: May 25, 2018, 08:21:57 AM »

New stuff.

Added new enemy


Added health orbs


Also:
- Better sword slash effect
- Better feedback when player character getting hit
- Improved contrast of the scene
- Small tweaks and improvements

New video




New screenshot
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saj
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« Reply #42 on: June 21, 2018, 01:18:36 PM »

Uploaded second BGM track:
https://soundcloud.com/saidrona/totm-track-2
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saj
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« Reply #43 on: July 02, 2018, 11:13:23 AM »

A while ago I've started working on sound, thanks to suggestion from twitter user @Superstructure0.
Here's the result I have so far:


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saj
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« Reply #44 on: July 14, 2018, 02:44:19 PM »

New screenshots with recent progress on graphics side.







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saj
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« Reply #45 on: July 17, 2018, 12:07:44 PM »

Things I was working on recently:
- Reworked action system. This will allow to add new moves and abilities faster. I decided to make this before adding new character model into the game, since animations are important part of how actions are handled.
- Implemented push back mechanic, that allows to throw away critters from the hero.
- With better action system now, some changes to left-click slash were made. Now every slash gives a charge point. Five charge points invoke spin ability, that applies damage to all critters around the hero and pushes them back.
- Right click now requires ammo. Ammo is gained while not using right-click, another source of ammo is shards, that drop from critters.
- Improved Blender lightmaps and ambient occlusion maps import.
- Added Blender prefab synchronisation.
- Revisited lighting in the scene.
- Improvements on textures.

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saj
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« Reply #46 on: September 12, 2018, 12:41:17 PM »

New logo:
http://saidrona.com/?post=0013_update_10



Blocking out environments:

« Last Edit: October 21, 2018, 07:17:10 PM by sai » Logged
Strikecastaudio
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« Reply #47 on: September 12, 2018, 03:52:12 PM »

This is looking sick! keeping an eye on this one Hand Fork Left  WTFHand Knife Right
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Alce
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« Reply #48 on: September 14, 2018, 05:04:01 AM »

Totally agree with the @Strikecastaudio, the ambience is looking great!
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Aspiring chilean game dev. Likes artsy/experimental stuff.
saj
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« Reply #49 on: September 14, 2018, 11:33:35 AM »

Strikecastaudio, Alce, thank you very much!

Uploaded a small video with a spin ability: SMALL VIDEO
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saj
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« Reply #50 on: October 15, 2018, 01:01:36 PM »

Gif with new critter.

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saj
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« Reply #51 on: October 17, 2018, 01:30:19 PM »

Devlog update #10.
http://saidrona.com/?post=0013_update_10

Just a short post summing up new things since the previous update:
• New logo.
• Imported new character model into the game, reworking animations.
• New spell: Spirit Wave.
• Added enemy projectiles, as the result the game now has ranged enemies.
• Two new critters.
• Added controller support for gameplay input.
• Working on a full-size level.
« Last Edit: October 21, 2018, 07:36:24 PM by sai » Logged
saj
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« Reply #52 on: October 21, 2018, 07:16:33 PM »

More WIP screenshots.





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Devilkay
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Hi! First game-dev experience!


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« Reply #53 on: October 21, 2018, 11:41:46 PM »

it remembers me the last diablo game  Grin Grin Grin
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saj
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« Reply #54 on: November 06, 2018, 12:58:17 PM »

Devilkay. :3
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saj
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« Reply #55 on: November 06, 2018, 12:59:36 PM »

More WIP screenshots.



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saj
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« Reply #56 on: December 21, 2018, 02:19:47 PM »

Getting close to considering this tile set being done.







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saj
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« Reply #57 on: January 30, 2019, 12:13:45 PM »

Mockup for the inventory screen.

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saj
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« Reply #58 on: August 28, 2019, 11:29:21 PM »

So I've started a "soft" reboot (some progress on this: https://saidrona.com/?post=0015).

So, for now the game looks like this:


And now I've started working on the character art:
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nenad
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« Reply #59 on: August 29, 2019, 05:27:32 AM »

Looking great! You're using a custom engine?
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