Yearly Archives: 2014
I was having some problems with silly pathfinding on the cultist base… The problem was that the fiery sconces were too low, so the enemies could climb them, which would look silly. For props, I use invisible blocks to stop that from happening, but since the sconces are just pieces of level geometry, that doesn’t […]
This is been very slow going lately… Writing decent dialogues is hard work, and even half-assed ones like mine take forever! I’m drawing to a close in the cultist part of the game, missing four plot moments, and I’m done with the storyline… So, hopefully I’ll be able to finish this part of the development […]
Not much work today, just added and balanced the cultists in their base: Getting ready for my vacations in a few days, preparing some blog entries in advance, because on some of the days I won’t even have laptop access, let alone code or blog about it… Now listening to “Whoracle” by “In Flames” Link […]
Today I’ve worked mainly on the cultist’s base… I wanted to make a different environment, but that still looked like a base, so I used the temple tileset and placed the “base” on top of a lava lake… I’ve also played around with the fake lighting on some torches, to give it more ambient: It’s […]
A bit more work on the storyline, including a new boss fight… This one takes the form of an arena fight with a lot of mobs spawning faster and faster. The fight is pretty cool, but it’s very hard… I hope my current balancing strategy (being very low-powered compared to what I expect the players […]
As it’s becoming more usual, started the development day fixing some small bugs, in particular one that was driving me crazy… Sometimes, some parts of the world would not display… It wasn’t always all the same piece, and when I debugged, the piece was there with the correct data! After a lot of time, I […]
Today was a day of level design… The area I’m working on is a previously visited area, but now you’ll have to fight in it… Since it takes place in a star base, I was thinking of adding a maze-like structure (a series of elevators which the player can use to get around, but the […]
Today I advanced the story a bit more… And would have done much more, if I didn’t hit a silly bug that took me about one hour to figure out, and less than one second to fix… Actually, today was a terrible day for the pathfinding… First, in the pirate lair, I had spawned too […]
Today I worked on the traps of the game… First I ran into an issue with the navigation mesh… It was being generated in places where it shouldn’t, which caused cultists to spawn there occasionally. That fixed, I ran into the pirate lair that’s part of the storyline… And I found lots of issues… First, […]
Today I just played around a bit, since I had no fuel and wanted to test the balancing… Just shot some guys, fought cultists in caves… So, all in a day’s work, and all very hard at this point… Which I’m not sure sucks or not… On one hand, I’m a more experienced player, but […]