Yearly Archives: 2014
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, […]
Working on the level design of the last area of the game, and it’s really slow going… The problem is that I’m measuring difficulty with my own skill set, which is very high for this game at this point… On the other hand, I don’t want to make it easier than I have to, since […]
Well, at this rate I won’t finish the story part by Sunday, but sometimes playing with effects is so much fun… Today, I kind of lost track of time working on the background effect of the last area, which led to a very interesting effect, which lends the whole area a completely different tone… So, […]
Today I mostly struggled with a bug on my editor. I’ve added a shader to one of the voxel materials, to give it a special effect to the end zone, but when I tried to add some alpha to it, it wouldn’t display anything… After an hour or so of searching the wrong place, I […]
Today I worked a bit more on the last area of the game… Deliberately blurry so I don’t spoil anything… Anyway, because of the transition and the fight going on in the previous area, I found a silly bug, which is quite recurrent in all systems I built: references. Basically, the Lua threads that are […]
Back from the IBC in Amsterdam, and into the cutscenes! Since this is the last few cutscenes of the game, and the last setting, I’m keeping it under wraps… Working cutscenes is a bit hard sometimes… Text and dialogues don’t flow on demand, and it takes multiple iterations to get right (at least to my […]
Finally finished the tentacle, including the death state! This is the last time I go beyond the “design document”… This was way more work than it was worth! Now I can start scripting again (and since I’m in the last scene of the game, it’s classified! Got to save something for the players!) Now listening […]
Next time I have the brilliant idea of adding a new enemy to the game, because “it’s simple, it’s just an extrusion of a Bezier”, shoot me… I had no idea that there isn’t a simple way to determine the distance between a point and a bezier (or the closest point on a ray and […]
The effect part of the tentacle attack is now done… I’ll probably revisit some of it during polish stage (drool on the tentacles, etc), but for now it’s good enough for my purposes… The fiery column of particles will deal damage to the player if he flies overhead… That’s my next stop: damage system for […]
Finished the hit/drip effect on the tentacle. When the tentacle hits, it will do a small explosion effect, and then a drip will stay in the ground, which will damage the player… The damage part isn’t done yet, since I’m still missing the “column of light” effect necessary (to avoid the player using he jetpack […]