Category Archives: Development
Well, if I knew it would take me so little time, I’d made the equipment screen a long time ago… It’s just that it is UI work, and I really hate UI work! It’s quite simple… In the right, there’s the passive gear (some of it used to be active, but I’m switching it to […]
Working hard on getting the equipment screen up and running… It’s already functional, just needs more tweaking to work properly… Visually is looks terrible, but I won’t waste time on this for now… Now listening to “The Chemical Wedding” by “Bruce Dickinson” Link of the Day: Everybody knows I love me some Assassin’s Creed… and […]
To be able to make the equipment screen properly, I need to finish the shop… And working on it, I saw it wasn’t very pleasant to use: the mouse wheel didn’t scroll the item list, double clicking wouldn’t buy stuff, you didn’t have any indication of the amount of items of one type you had… […]
Today I didn’t have much time to work on the game… Just fixed the problems with the shop caused by the refactor of the item system. Still need to display somewhere the amount of items of that type the player already has available (grenades, fuel, etc), but I might leave that for when I receive […]
Working on the equipment screen (UI work, which I hate)… I’ve had to refactor all the item system, since it was the same since the 48-hour version of the game, which was clearly inadequate for this task. Yep, this is what my whole work hours looked like! Tomorrow I hope to see if I broke […]
Finished balancing the last boss today, yay! It might not be a big challenge if the player is well geared, but it still requires some attention and a moderate amount of skill! Just missing three more elements and first pass is done: Equipment Screen Health Injectors Title Screen (to replace the ugly one below): It […]
Today I achieved what I feel is a milestone: finished the last cutscene of the game! There’s still a long way to go before the game is ready, but it really feels like the beginning of the end! Took me a bit longer than expected because I also added the end credits, and since some […]
Second part of the cutscene is done… This is a bit slow going because my “tools” to make them are crap… If I had on Cantrip the tools I have on Spellbook, this would have been done for ages now! Since this part takes place in a familiar place, I can do a not-censured screenshot! […]
Before I start to really work on the final boss, balancing it and adding the last gameplay mechanic, I’m going to work on the final cutscene, while the boss only takes a few shots to kill… This way I test the logic and I won’t have to play the hard version of the boss each […]
Just finished the final boss introduction cutscene… It came out quite alright, one of my favorites so far! Now to get pass the boss fight at the end… I might be a bit underpowered for it (hopefully the player will have amassed much more gear at this point). The problem is that if you haven’t, […]