Playthrough, Part XIV
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 to be at this stage) pays off, or else the game is very hard! Of course, I have a tradition of that…
I’m starting to see the end of the tunnel in terms of development of the first phase… Still missing some crucial stuff (equipment screen, the life system, etc), and there are a series of bugs that still have to be addressed, but it’s shaping up nicely… Can’t wait to finish Alpha-1 and give it to some people to try it out and start the balancing effort…
Now listening to “300 OST” by “Tyler Bates”
Link of the Day: If you’re into graphics programming, the ray-marching family of algorithms are probably familiar to you… Here’s a very nice document explaining the basics of rendering distance fields with it… One of these days I’ll have to use up some hours to make some stuff with it… Think they could be awesome for stuff like volumetric fogs, etc, although it might be tricky to combine with the stuff that’s rendered normally: http://www.iquilezles.org/www/material/nvscene2008/rwwtt.pdf
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