Yearly Archives: 2014
Not much time today to work, my cat had surgery and I have to keep an eye on her to make sure she doesn’t attack her stiches! Today I started playing with the new enemy which will become the final boss on Chrome Hunter, but did no real progress… Oh well, hopefully tomorrow I’ll have […]
Today I started work on the last scene of the game, the final conflict! I don’t want to give much away at this time, so this is the only viable screenshot: Anyway, this last part will have an unique enemy, which will be very different from the previous ones, and visually will be mostly procedurally […]
As the title indicates, I finally finished the cutscene I was working on… This one was very challenging… First, the camera angles and the motion was a bit off… I couldn’t really tell what was wrong with it, but I needed a lot of trial and error to get it to feel right. The problem […]
Today I’ve worked a bit more on the cutscene… This one is a lot more work than the previous ones, because it has more special effects and I’m trying to make it a bit more “movie-like”. First, I had to build a new shader for the portal effect when it’s open… Because of some errors, […]
Today I worked a bit more on the cutscene, took me forever to get the lightning effect to behave like I wanted it: It doesn’t look like I want, but the behavior is there, the rest is just adjusting parameters… These days are fun, but I got so little to show that it’s a bit […]
Nothing much today, except for working on one of the last cutscenes of the game… This one is kind of complicated, because I’m trying to make it a bit more dynamic through camera-work that the others in the game (if this works properly, I’ll probably review all the others with my “newfound” talents). I’ve started […]
Finally managed to fix the AI issues with the “large scale battle”. There was a lot of small mistakes, but one was the real culprit – The Line-Of-Sight (LOS) functions: the “lost LOS to target” and “regained LOS on target” functions weren’t exactly “symmetric”, which meant that I would lose the agro correctly, and would […]
Still working on the AI issues I’ve found yesterday, although I’m getting closer to the problem… I’ve built some rudimentary debug tools to track this issue, and I found the culprit… Basically, the AI twitches because it acquires and loses LOS on the current agro target. The idea of the AI is to track the […]
For the cutscene I’m currently building, I need an epic battle feel between a lot of cultists and corporate hit men… The basic code for it works fine (they have a faction and all the aggression code is based on that). To make the fight never-ending, as soon as one dies, another spawns. The problem […]
Looking at what I still have to do to make the game playable, and considering the time I’ve already used up, I’ve decided to throw the towel… I don’t have enough time to finish the game, and even if I can make it playable (which is unlikely), it won’t be balanced or fun. I really […]