Summary: In which I fall sick; a work-in-progress foe is completed in prototype; two new enemies are prototyped; and enemy-prototyping may be near-done!
Greetings and salutations!
This week’s screenshot shows another new enemy prototype:
The week just past was a bit of a short one for me, I fear, as I was hit by two separate ailments (if, I think, both minor), and some concomittant loss of sleep.
As a result, work was a bit slow near the middle of the week, I feel, and I took Thursday and Friday as sick days.
(Thankfully, I do think that I’m slowly recovering!)
Still, somewhat did get done:
I mentioned in last week’s blog post, I believe, an enemy that was part-done: a plant that grows explosive bulbs at random points across its area. In the week just past, then, I completed the prototype of that foe!
Next, then, was a foe rooted to the walls–but not as limited by them as one might think.
This is a carnivorous plant that bites at passing prey with a single snapping tendril. The tendril is usually kept close to the plant’s base, where it may be less conspicuous–but it can stretch out to some length in the attack!
(It is this plant that is shown in the main screenshot above.)
And last of the enemies prototyped in the week just past is another plant with tendrils.
This one, however, suspends them in a grasping curtain, thus to catch and strangle prey that strays amongst them–a little like a (non-venomous) sea anemone.
(In addition, while its tendrils can be destroyed, the plant itself is invulnerable, and further will regrow destroyed tendrils.)
This plant, I will confess, proved tricky to implement in some elements! I remember, for one, struggling a bit with the procedural “strangling” animation for the tendrils. This as a result, in part, of my misremembering how I’d implemented their motion in the first place!
On the conceptual side, I also gave some thought to potential enemies for the Plant Moon, as well as potential things to do in regions of the moon with few opponents.
On another note, with these enemies done I’m actually, I think, fairly close to completing the process of prototyping the game’s currently-intended enemies! (Of course, it’s possible that more will be added at a later stage, but that’s–naturally–unknown for now.)
That, then, is all for this week–stay well, and thank you for reading! ^_^
Summary: In which more enemies are prototyped; enemy prototyping may be done (for now); an extant foe is made more flexible; “wildlife” is reworked; the final boss sees development; the design-doc is updated; a bug is fixed; and maps become more consistent.
Greetings and salutations!
This week’s screenshot shows another new enemy, once again with prototype art:
The week just past was a fairly busy one, I feel!
As with the week before, the week just past was largely dominated by the prototyping of enemies.
And indeed, I believe that I implemented five different enemies in that time! (Of varying degrees of complexity.) The majority of these were made for the Seasonal Moons–including the centipede shown in the main screenshot above.
The one enemy not made for the Seasonal Moons was instead made for the final boss sequence…
And with that… I think that I have the game’s enemies all prototyped! 0_0
(At least those that I currently have a firm intention of including: there are a few that I might include, and there is of course the possibility that more will be added at a later point.)
Furthermore, in the week just past I made some changes to an extant enemy: the “Cursed Skeleton”.
You see, I’ve been thinking of making a recurring miniboss of these foes. Now, as they were, they wouldn’t have been all that interesting in that role: they had a limited set of abilities, the repetition of which wouldn’t be terribly engaging, I fear.
So what I’ve done is to rework them, making their abilities more modular and flexible. This allows me–I hope!–to have each be a somewhat-unique miniboss encounter.
I’ve thus far put together three variations, plus one more that’s a work-in-progress; here below then you should see two of those variations:
Remaining with creatures, I also reworked my handling of “wildlife”: those harmless creatures that might be found about the moons.
In short, I’ve made these a single base-class, with functionality for a given moon (or other such location) to construct and customise them, within limits.
This should simplify their inclusion, and obviate making a bunch of little, similar classes for the various wildlife creatures of the moons.
I mentioned in a paragraph above the final boss sequence, and indeed, more work was done on that part of the game–including on the final boss itself! Both in concept–the figuring out of (some of) what I want for the fight–and in work towards implementing it.
(But again, I intend to remain coy about the specifics. )
And finally, I made a few minor changes during the week just past: updates to the design-doc; the fixing (I hope!) of a bug related to the “death menu”; and a tweak to the presentation of the map–it now has a backdrop-circle of constant size, regardless of the size of the location.
That then is all for this week–stay well, and thank you for reading! ^_^
Blog post (23rd of October, 2023) Showing Progress
Summary: In which the final boss may be fully prototyped; a new demo is begun; some enemies gain tweaks and fixes; and a performance issue is addressed.
Greetings and salutations!
This week’s screenshot shows a new location! Albeit one not intended for the final game…
The week just past was one of both creative and technical work:
I mentioned in last week’s post, I believe, that I had worked on the final boss. That work continued in the week just past–and indeed, I think that I may have the prototype of the boss completed!
It now awaits the opportunity for testing by and feedback from someone other than myself, to determine whether it’s ready as-is or whether more development is called for…
Staying with creative work, in the week just past I made a start towards a new demo… o_o
In short, it’s designed primarily to show to potential publishers some of the content that has been created since the first demo–in particular a selection of enemies and bosses. Secondarily, it’s designed to tease some of the locations intended for the final game.
Plus, it should have the advantage of letting them play with a version of the game that includes recent changes, such as the revision of the use of mana and the rebalancing of weapons.
And furthermore–if all works as intended!–it should provide a demonstration of the game supporting DLC!
That said, this demo is currently not intended to have “proper” assets: I feel that it’s not wise to spend too much time and energy on those when they won’t represent the actual intended art or art-style of the game.
Instead, I mean to have simple stand-in assets, and to be explicit that they are so.
And it is this new demo that is shown in the first screenshot above; specifically, the nascent level that is visible there is an entryway to the two main parts of said demo.
Here below, then, let me show part of another (very work-in-progress) level, as seen within Blender:
In certain cases, the process of adding the new enemies to the demo–of bringing them into actual production–uncovered issues of one sort or another. Thus a bit of time was spent on tweaks and fixes by which to deal with those issues.
In technical matters, in the week just past I addressed a performance hitch in the Crystal Moon.
In short, the initiation of the combat encounter in that moon has reliably caused a brief-but-noticeable pause in the game. Nothing catastrophic, but not something nice, either.
So I investigated, and the problem seems to have arisen from a confluence of multiple issues. Offhand I recall: A font at overly-high resolution; the sound-system taking up too much time; and the reading of an overly-large texture.
The first and last of those I think that I’ve noticeably improved; the second I might have an idea for…
And lastly, there were a few things done 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! ^_^
Blog post (30th of October, 2023) Polygonal Creatures
Summary: In which a demo’s layout is worked on; portals are made; creatures are integrated into a demo; tweaks and bug-fixes are implemented; uncertainties are aired; prototype-art is made; and a small update is applied to the design-doc.
Greetings and salutations!
This week’s screenshot shows some creatures previously-made, but now with prototype-art:
The week just past was primarily one of working towards that potential new demo that I have in mind…
As mentioned above, work continued on the new demo that I mentioned in last week’s blog-post, I believe.
For one thing, I continued to design its layout. And indeed, changed that layout. And what’s more, changed even the intended means by which the player traverses said layout!
Specifically, clusters of rooms are now connected by portals–a limited version of a feature that I intend for the full game.
Furthermore, I continued to work on the inclusion of various enemies into the demo.
And once again, in doing so I uncovered various bugs and things that called for tweaking–and so addressed those matters.
(Not to mention two bugs outside of the creatures–one in my lighting tool, and one in the “World” class–which I likewise discovered and (I hope!) fixed.)
But I will confess that I had–and indeed have–uncertainties in mind regarding this demo.
Is it wise at all? If so, how far should it go, both in the set of enemies covered and in quality of presentation?
During the week I requested a consultation with an expert, in which to ask these questions–but there were complications, and I have not yet heard back.
With these uncertainties in effect, and with some extraneous matters leaving me low on energy, in the last few days of the week just past I settled on having some fun by the making of “prototype art” for the creatures of the demo. Specifically, this variously took the form of either low-poly models or simple grey-scale textures.
And it some of this “prototype art” that you should see in the first screenshot above! Here below then, let me post a collage of further such art:
And along the way I also made a small update to the design-doc.
That then is all for this week–stay well, and thank you for reading! ^_^
Blog post (13th of November, 2023) Discrete Damage
Summary: In which an apology is given; explanation is made for a missed blog-post; enemies continue to be prepared for the demo; a foe becomes visible in the aethereal; and a matter of damage sees change.
Greetings and salutations!
This week’s screenshot shows some further prototype-art:
Phew! My apologies for having not posted an entry last week! To explain:
On the Sunday before last–that is, not the day prior to my writing this, but one week before that; the day prior to when I would usually have posted–I fell horribly sick. What’s more, the week that followed proved to be a stressful one for me.
As a result, I fear that I wasn’t in much of a position to write on Monday of last week. :/
Indeed, given the way that things were going, I elected to just take last week off of work, as sick leave.
In any case, I’m feeling largely better now I believe, and can report on the week before last, at least! And it was a week in which some things got done, I daresay:
As before, progress continued in the matter of creating prototype depictions of enemies, and of incorporating them into my new demo-level. And, of course, in implementing tweaks and fixes as I did so!
And indeed, I attended to a fair few enemies during that week, I believe!
I don’t think that I’m quite done, but I do think that I’m close! ^_^
(Of course, a selection of bosses awaits to be dealt with…)
Here then is another collage showing a few of the prototype representations made during the week:
I also went back to one particular enemy–the ghostly Shroud–and implemented an intended feature:
You see, this foe has a tendency to fade in and out of visibility–it is a ghost, after all.
But conversely, the player has access to an ability that allows them to see into the ghostly aethereal–and which should thus allow them to see an otherwise-invisible Shroud.
So I implemented this! It called for some changes to the code of the enemy, and for some reworking in my “Aethereal Object” classes, but I believe that it is now done!
But not all work of that week was applied to enemies: I also attended to a matter of gameplay, of implementing a change that I’ve had in mind for a while.
Specifically, I removed “continuous” damage from the game.
You see, as I had it, certain attacks were dealt over time: the longer the target was affected, the more damage was dealt.
And this is fairly natural!
But is also has some drawbacks: For one, it calls for additional complexity in both handling the damage and producing a visual response to it, and for another, it means that such attacks may become negligible if passed through very quickly.
So, I have now replaced such damage with “pulsed” damage–damage that is dealt much as normal damage, but with rapid repetition.
The effect is very similar–but done thusly it works with the base damage-mechanics and effects–and furthermore at least deals a reliable minimum of damage.
That, then, is all for this week–stay well, and thank you for reading! ^_^
Blog post (20th of November, 2023) A Challenging Myriapod
Summary: In which prototype attacks gain prototype effects; likewise-prototype effects are added for enemy -death and -damage; and the prototype representations of (non-boss) enemies are, I think, completed.
Greetings and salutations!
This week’s screenshot shows some new prototype elements added to an enemy’s attack:
The week just past was perhaps largely an effects-based week, but with some technical matters besides:
With the enemy prototype-representations more or less done–more on that later–I moved on to adding some prototype-effects to various enemy attacks.
In short: Hit-flashes and particle effects and splash effects and all of that cool stuff!
And indeed, I believe that I have pretty much all of these effects done!
One of which–for the mummy-sorcerer’s AOE attack–you should see in the main screenshot above. Note also the “connector” that now indicates where the attack comes from, which was also added in the week just past.
With that done, I moved on to death- and damage- effects; this, however, is still a work-in-progress.
Aaand… I will confess that for certain enemies–such as the human bandits–this became a little gory: Without death animations, I was relying on particles and suchlike to convey an enemy’s demise. And for humans and the like that largely means blood. Meaning in turn that for now they vanish in a spray of red… ^^;
I reported last week, I believe, that I thought myself near to finishing the prototype representations of my various new (non-boss) enemies. And indeed, in the week just past I believe that I finished them!
This was not without some challenge:
There was, I think, just one left incomplete, a centipede. And it was presenting some technical trouble: the engine-provided system that I was using to depict its long, sinuous body was producing some unexpected results in both vertex-placement and UV-mapping.
For a time I attempted a different approach, building a simple 3D model controlled by a skeletal armature, and then procedurally arranging the bones of that armature.
This… more or less worked, but was alas somewhat jittery.
So I returned to my original approach, and applied myself to investigating and responding to the aforementioned system’s unexpected behaviour.
It was tricky, but in the end, I believe that I solved it!
(Note that the texture is intentionally not animated, this being a prototype representation; hence also the greyscale colouring.)
And along the way I made various changes that don’t seem worth detailing here: new particle-images, little technical additions and changes, at least one bug-fix, and so on!
That, then, is all for this week–stay well, and thank you for reading! ^_^
Summary: In which death- and damage- effects continue to be added; two more enemy-attacks gain effects; explosive seeds may be shot; bosses gain prototype art; and bosses also gain effects for attacks, damage-taking, and death.
Greetings and salutations!
This week’s screenshot shows one of the prototype bosses, now with prototype art!
The week just past was perhaps to a large degree another effects-week–but with other things done besides:
To start with, work continued on the addition of death- and damage- effects to various standard enemies.
And indeed, I think that I now have this task pretty much done! (Barring at least one minor revision that I have in mind.)
Here below, for example, you should see a centipede taking damage and then dying:
Furthermore, I added effects to some enemy-attacks that had been overlooked–those coming from two plant-enemies, one that produces exploding pods, and one that produces exploding “helicopter seeds”. (The latter, to clarify, being those one-winged seeds, produced by certain plants, that spiral slowly to the ground.)
And if I recall correctly, it was in doing the above that the idea came to me to make those “helicopter seeds” shootable.
This allows the player to potentially clear their path through the hazard. But conversely, the seeds explode immediately on being shot, meaning that some care might be called for in which seeds to destroy…
(And concomitantly, I increased the rate at which those seeds are released.)
But it was not only the standard enemies that saw work in the week just past–indeed, I moved on to work on the bosses that I intend for the demo!
Specifically, I’ve begun adding prototype art for them, as well as effects for their attacks, their taking damage, and their deaths.
Thus far two have seen work: One is the dragon shown in the first screenshot above. (Although it should be noted that much of the work on its model had been done previously.) The other, then, is a thorny guardian that should be shown below:
And finally, there were a few things done that don’t seem worth detailing here: tweaks to prototype art and to shaders, and a little bit of work on the level in which the new demo carries its standard enemies (including some partial and tentative lighting).
That then is all for this week–stay well, and thank you for reading! ^_^
Blog post (4th of December, 2023) A Roster of Bosses
Summary: In which a dragon gains an arena; a thorny boss sees a fair bit of work; a crystal shader is pressed into other service; a third boss is added to the new demo; the list of bosses for that demo is considered; “continuous” particle effects gain an upgrade; “cone” attacks make better use of “continuous” effects; “cone” attacks gain better auto-generated geometry; and a holiday is decided upon.
Greetings and salutations!
This week’s screenshot is a gif, showing one of the prototype bosses intended for the new demo!
And indeed, it was pretty much a week of bosses:
To start with, the Dragon boss now has a better arena, complete with walls.
But the Thorn Guardian boss saw rather more work: it gained prototype art, effects, bounding walls, a floor, and even a tweak to the fight itself!
Of perhaps particular note is that it now makes a fair bit of use of the shader otherwise intended for “growing crystals” (now with some minor upgrades): while not perfect for this particular boss, that shader does at least work for demo purposes, allowing me to have plant-like growth and withering.
Further, and as shown in the gif above, work was done on integrating another boss into the demo: the Shattered Knight.
The boss itself was added, prototype art was made for it, effects applied, an arena set in place, and animated pillars made for it to strike!
Indeed, I think that just a few touches remain to be added there! ^_^
Beyond the bosses themselves, I’ve slightly reworked the start of the boss side of the demo: instead of being a linear boss-rush, it now presents the player with the option to visit each boss in any order from a central “hub room”.
But perhaps more fundamentally, in the week just past I gave some thought to, and settled on, a list of just which bosses I intend to include.
Although there has already been one revision to that list! As I recall, I ended up concluding that one intended boss–the “Winged Serpent”–called for more work than seemed wise for this demo, and furthermore was perhaps a little too brutal for demo purposes.
Now, I had already done some work towards the Winged Serpent, and part of that involved some tweaks related to my handling of “continuous” effects, and especially of continuous particle effects.
In short, continuous particle effects should, I think, now work a little better in and of themselves, and be better used by “cone” attacks!
Furthermore, and for similar reason, I believe that I’ve improved somewhat the geometry that “cone” attacks may auto-generate to represent themselves.
And finally, I’ve made a decision as to the dates for my annual holiday of this time of year: I intend for my holiday this time to run from the 18th of December to the 7th of January!
That, then, is all for this week–stay well, and thank you for reading! ^_^