Tag Archives: cutscenes
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, […]
Don’t want to talk too much about what I’m doing at this moment (it’s an important moment in the story, and I don’t want to spoil it)… Let’s just say that Steve and the Skydancer go into battle stations: Red alarm light always gives some urgency to the scene, especially if I can find a […]
Today I carried on with the storyline development, but I hit a snag pretty fast… When I started to develop the grenades, the idea was to have a boss enemy that had the machine gun and the flashbang grenade, and to alternate between them… The problem was the way I was making the firing decisions […]
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 […]
Currently, I’m playing the game again, fixing small bugs (rendering and scripting) in the cutscenes, trying to tune up what I’ve done so far, so I can start progressing a bit more in the direction of having a complete game (then I’ll have the balancing and polishing phases, yay). First third of the game is […]
Well, work has been progressing immensely on “Chrome Hunter”, but I really haven’t stopped to write much… I’ve done one million things in the game, and now it’s starting to look it’s part: cutscenes (simple ones, of course), tutorials, the works… I’m starting to add more work on the actual balancing/story of the game than […]