Yearly Archives: 2014
Just added the second feature of the caves: the bats! These are small, low-health enemies meant to annoy the player and distract him from the real danger of the rockfalls! I don’t have the art for it yet, so I’m using the player sprites to do the gameplay logic! So, I’m done with the cave […]
Just added another game entity/enemy: the rockfall! In certain places (currently only on the cave temple), there’s falling rocks, which damage the player and knock him back (which may cause him to fall down and splat!). It was surprisingly easy to put in, which is pretty good (and unexpected, most new entities give me some […]
Just added the code to get in and out of custom areas… Was a bit complicated, considering the data flow of the game (I didn’t predict this when I did that code back in the Indie Speed run). Anyway, got that working, plus script binds for lights and props. Oh, and the intro cutscene to […]
Got the custom areas working in game! Still have some work to do in transitioning from custom areas to the normal planet areas, and vice-versa, but the base code is done… I still have a lot of work to do on the temple: introduction cutscene, a new type of enemy, a special hazard and random […]
Today I didn’t have much time for development… I just added a new UI element (that is useful for the editor and for the options screen the game will eventually have): a checkbox. Also added the possibility to change the voxel material without affecting the color or the emissive. I needed that to replace the […]
Just working on the cave temple at the moment… Had to add some scripts to get some effects I wanted, and added fake lighting to the editor… The area will be all dark, but the crystals and the players flashlight… It will also have a new gameplay element (falling rocks), and I still need to […]
Started working on the sub-areas… One of the problems with building tools is that you then want to use them everywhere… Some weeks ago, I was content in generating all the maps with procedures (with the exception of the ship, so I did a XML-based system for that): But it’s boring generating content this way, […]
I’ve made some more cutscenes in the game and advanced the major storyline a bit… Had to fix one million of small bugs (mostly because they were annoying me). While I’m playing the game this way, I keep balancing small details… Some details I’ve found by playing is that with just the single-shot gun (the […]
Worked today on the new cutscene for the second temple in the game… This one was a whole lot of trouble (in the previous days) due to the immense amount of work required to get custom maps in. The cutscene itself was pretty simple… Added some sweet 4-point bezier traversal for the camera movement, which […]
Today I finally added the props into the custom voxel scene, which finally composed the scene. Also added the action nodes and in the case of the temple, makes a carving spawn there (if you haven’t picked it up yet). Also fixed a bug that was nagging me for ages in the game sometimes… Sometimes, […]