Thaumaturge
|
Weblog submit (ninth of October, 2023) Lethal Tendrils
Abstract: Through which I fall sick; a work-in-progress foe is accomplished in prototype; two new enemies are prototyped; and enemy-prototyping could also be near-done!
Greetings and salutations!
This week’s screenshot exhibits one other new enemy prototype:
The week simply previous was a little bit of a brief one for me, I concern, as I used to be hit by two separate illnesses (if, I feel, each minor), and a few concomittant lack of sleep.
Because of this, work was a bit sluggish close to the center of the week, I really feel, and I took Thursday and Friday as sick days.
(Fortunately, I do assume that I am slowly recovering!)
Nonetheless, considerably did get accomplished:
I discussed in final week’s weblog submit, I imagine, an enemy that was part-done: a plant that grows explosive bulbs at random factors throughout its space. Within the week simply previous, then, I accomplished the prototype of that foe!
Subsequent, then, was a foe rooted to the walls–but not as restricted by them as one would possibly assume.
This can be a carnivorous plant that bites at passing prey with a single snapping tendril. The tendril is normally saved near the plant’s base, the place it might be much less conspicuous–but it will probably stretch out to some size within the assault!
(It’s this plant that’s proven in the primary screenshot above.)
And final of the enemies prototyped within the week simply previous is one other plant with tendrils.
This one, nonetheless, suspends them in a greedy curtain, thus to catch and strangle prey that strays amongst them–a little like a (non-venomous) sea anemone.
(As well as, whereas its tendrils might be destroyed, the plant itself is invulnerable, and additional will regrow destroyed tendrils.)
This plant, I’ll confess, proved difficult to implement in some components! I bear in mind, for one, struggling a bit with the procedural “strangling” animation for the tendrils. This in consequence, partly, of my misremembering how I would applied their movement within the first place!
On the conceptual aspect, I additionally gave some thought to potential enemies for the Plant Moon, in addition to potential issues to do in areas of the moon with few opponents.
On one other be aware, with these enemies accomplished I am really, I feel, pretty near finishing the method of prototyping the sport’s currently-intended enemies! (After all, it is attainable that extra will likely be added at a later stage, however that’s–naturally–unknown for now.)
That, then, is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (sixteenth of October, 2023) Diverse Curses
Abstract: Through which extra enemies are prototyped; enemy prototyping could also be accomplished (for now); an extant foe is made extra versatile; “wildlife” is reworked; the ultimate boss sees improvement; the design-doc is up to date; a bug is mounted; and maps change into extra constant.
Greetings and salutations!
This week’s screenshot exhibits one other new enemy, as soon as once more with prototype artwork:
The week simply previous was a reasonably busy one, I really feel!
As with the week earlier than, the week simply previous was largely dominated by the prototyping of enemies.
And certainly, I imagine that I applied 5 completely different enemies in that point! (Of various levels of complexity.) The vast majority of these have been made for the Seasonal Moons–including the centipede proven in the primary screenshot above.
The one enemy not made for the Seasonal Moons was as an alternative made for the ultimate boss sequence…
And with that… I feel that I’ve the sport’s enemies all prototyped! 0_0
(Not less than those who I at present have a agency intention of together with: there are just a few that I would possibly embrace, and there may be after all the chance that extra will likely be added at a later level.)
Moreover, within the week simply previous I made some adjustments to an extant enemy: the “Cursed Skeleton”.
You see, I have been considering of creating a recurring miniboss of those foes. Now, as they have been, they would not have been all that attention-grabbing in that position: that they had a restricted set of skills, the repetition of which would not be terribly participating, I concern.
So what I’ve accomplished is to remodel them, making their skills extra modular and versatile. This enables me–I hope!–to have every be a somewhat-unique miniboss encounter.
I’ve up to now put collectively three variations, plus yet another that is a work-in-progress; right here beneath then it is best to see two of these variations:
Remaining with creatures, I additionally reworked my dealing with of “wildlife”: these innocent creatures that is likely to be discovered concerning the moons.
Briefly, I’ve made these a single base-class, with performance for a given moon (or different such location) to assemble and customise them, inside limits.
This could simplify their inclusion, and obviate making a bunch of little, related lessons for the assorted wildlife creatures of the moons.
I discussed in a paragraph above the ultimate boss sequence, and certainly, extra work was accomplished on that a part of the game–including on the ultimate boss itself! Each in concept–the determining of (a few of) what I need for the fight–and in work in direction of implementing it.
(However once more, I intend to stay coy concerning the specifics. )
And at last, I made just a few minor adjustments throughout the week simply previous: updates to the design-doc; the fixing (I hope!) of a bug associated to the “demise menu”; and a tweak to the presentation of the map–it now has a backdrop-circle of fixed measurement, whatever the measurement of the placement.
That then is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (twenty third of October, 2023) Exhibiting Progress
Abstract: Through which the ultimate boss could also be absolutely prototyped; a brand new demo is begun; some enemies achieve tweaks and fixes; and a efficiency challenge is addressed.
Greetings and salutations!
This week’s screenshot exhibits a brand new location! Albeit one not meant for the ultimate recreation…
The week simply previous was one among each artistic and technical work:
I discussed in final week’s submit, I imagine, that I had labored on the ultimate boss. That work continued within the week simply past–and certainly, I feel that I could have the prototype of the boss accomplished!
It now awaits the chance for testing by and suggestions from somebody apart from myself, to find out whether or not it is prepared as-is or whether or not extra improvement is named for…
Staying with artistic work, within the week simply previous I made a begin in direction of a brand new demo… o_o
Briefly, it is designed primarily to indicate to potential publishers a number of the content material that has been created for the reason that first demo–in explicit a collection of enemies and executives. Secondarily, it is designed to tease a number of the places meant for the ultimate recreation.
Plus, it ought to have the benefit of letting them play with a model of the sport that features current adjustments, such because the revision of using mana and the rebalancing of weapons.
And furthermore–if all works as meant!–it ought to present an indication of the sport supporting DLC!
That mentioned, this demo is at present not meant to have “correct” property: I really feel that it is not sensible to spend an excessive amount of time and power on these after they will not symbolize the precise meant artwork or art-style of the sport.
As an alternative, I imply to have easy stand-in property, and to be specific that they’re so.
And it’s this new demo that’s proven within the first screenshot above; particularly, the nascent degree that’s seen there may be an entryway to the 2 primary elements of mentioned demo.
Right here beneath, then, let me present a part of one other (very work-in-progress) degree, as seen inside Blender:
In sure instances, the method of including the brand new enemies to the demo–of bringing them into precise production–uncovered points of 1 kind or one other. Thus a little bit of time was spent on tweaks and fixes by which to cope with these points.
In technical issues, within the week simply previous I addressed a efficiency hitch within the Crystal Moon.
Briefly, the initiation of the fight encounter in that moon has reliably brought about a brief-but-noticeable pause within the recreation. Nothing catastrophic, however not one thing good, both.
So I investigated, and the issue appears to have arisen from a confluence of a number of points. Offhand I recall: A font at overly-high decision; the sound-system taking on an excessive amount of time; and the studying of an overly-large texture.
The primary and final of these I feel that I’ve noticeably improved; the second I may need an thought for…
And lastly, there have been just a few issues accomplished within the week simply previous that do not appear price detailing right here!
That then is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (thirtieth of October, 2023) Polygonal Creatures
Abstract: Through which a demo’s format is labored on; portals are made; creatures are built-in right into a demo; tweaks and bug-fixes are applied; uncertainties are aired; prototype-art is made; and a small replace is utilized to the design-doc.
Greetings and salutations!
This week’s screenshot exhibits some creatures previously-made, however now with prototype-art:
The week simply previous was primarily one among working in direction of that potential new demo that I take note of…
As talked about above, work continued on the brand new demo that I discussed in final week’s blog-post, I imagine.
For one factor, I continued to design its format. And certainly, modified that format. And what’s extra, modified even the meant means by which the participant traverses mentioned format!
Particularly, clusters of rooms are actually related by portals–a restricted model of a function that I intend for the total recreation.
Moreover, I continued to work on the inclusion of varied enemies into the demo.
And as soon as once more, in doing so I uncovered numerous bugs and issues that known as for tweaking–and so addressed these issues.
(To not point out two bugs exterior of the creatures–one in my lighting device, and one within the “World” class–which I likewise found and (I hope!) mounted.)
However I’ll confess that I had–and certainly have–uncertainties in thoughts relating to this demo.
Is it sensible in any respect? In that case, how far ought to it go, each within the set of enemies coated and in high quality of presentation?
Through the week I requested a session with an skilled, wherein to ask these questions–but there have been problems, and I’ve not but heard again.
With these uncertainties in impact, and with some extraneous issues leaving me low on power, in the previous few days of the week simply previous I settled on having some enjoyable by the making of “prototype artwork” for the creatures of the demo. Particularly, this variously took the type of both low-poly fashions or easy grey-scale textures.
And it a few of this “prototype artwork” that it is best to see within the first screenshot above! Right here beneath then, let me submit a collage of additional such artwork:
And alongside the best way I additionally made a small replace to the design-doc.
That then is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (thirteenth of November, 2023) Discrete Injury
Abstract: Through which an apology is given; rationalization is made for a missed blog-post; enemies proceed to be ready for the demo; a foe turns into seen within the aethereal; and a matter of injury sees change.
Greetings and salutations!
This week’s screenshot exhibits some additional prototype-art:
Phew! My apologies for having not posted an entry final week! To elucidate:
On the Sunday earlier than last–that is, not the day previous to my penning this, however one week earlier than that; the day previous to once I would normally have posted–I fell horribly sick. What’s extra, the week that adopted proved to be a irritating one for me.
Because of this, I concern that I wasn’t in a lot of a place to jot down on Monday of final week. :/
Certainly, given the best way that issues have been going, I elected to only take final week off of labor, as sick depart.
In any case, I am feeling largely higher now I imagine, and may report on the week earlier than final, at the least! And it was per week wherein some issues acquired accomplished, I daresay:
As earlier than, progress continued within the matter of making prototype depictions of enemies, and of incorporating them into my new demo-level. And, after all, in implementing tweaks and fixes as I did so!
And certainly, I attended to a good few enemies throughout that week, I imagine!
I do not assume that I am fairly accomplished, however I do assume that I am shut! ^_^
(After all, a collection of bosses awaits to be handled…)
Right here then is one other collage displaying just a few of the prototype representations made throughout the week:
I additionally went again to 1 explicit enemy–the ghostly Shroud–and applied an meant function:
You see, this foe tends to fade out and in of visibility–it is a ghost, in any case.
However conversely, the participant has entry to a capability that permits them to see into the ghostly aethereal–and which ought to thus permit them to see an otherwise-invisible Shroud.
So I applied this! It known as for some adjustments to the code of the enemy, and for some remodeling in my “Aethereal Object” lessons, however I imagine that it’s now accomplished!
However not all work of that week was utilized to enemies: I additionally attended to a matter of gameplay, of implementing a change that I’ve had in thoughts for some time.
Particularly, I eliminated “steady” injury from the sport.
You see, as I had it, sure assaults have been dealt over time: the longer the goal was affected, the extra injury was dealt.
And that is pretty pure!
However can be has some drawbacks: For one, it calls for extra complexity in each dealing with the injury and producing a visible response to it, and for one more, it implies that such assaults might change into negligible if handed by in a short time.
So, I’ve now changed such injury with “pulsed” damage–damage that’s dealt a lot as regular injury, however with speedy repetition.
The impact could be very similar–but accomplished thusly it really works with the bottom damage-mechanics and effects–and moreover at the least offers a dependable minimal of injury.
That, then, is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (twentieth of November, 2023) A Difficult Myriapod
Abstract: Through which prototype assaults achieve prototype results; likewise-prototype results are added for enemy -death and -damage; and the prototype representations of (non-boss) enemies are, I feel, accomplished.
Greetings and salutations!
This week’s screenshot exhibits some new prototype components added to an enemy’s assault:
The week simply previous was maybe largely an effects-based week, however with some technical issues in addition to:
With the enemy prototype-representations roughly done–more on that later–I moved on to including some prototype-effects to varied enemy assaults.
Briefly: Hit-flashes and particle results and splash results and all of that cool stuff!
And certainly, I imagine that I’ve just about all of those results accomplished!
Certainly one of which–for the mummy-sorcerer’s AOE attack–you ought to see in the primary screenshot above. Be aware additionally the “connector” that now signifies the place the assault comes from, which was additionally added within the week simply previous.
With that accomplished, I moved on to death- and damage- results; this, nonetheless, continues to be a work-in-progress.
Aaand… I’ll confess that for sure enemies–such because the human bandits–this grew to become a bit of gory: With out demise animations, I used to be counting on particles and suchlike to convey an enemy’s demise. And for people and the like that largely means blood. That means in flip that for now they vanish in a twig of pink… ^^;
I reported final week, I imagine, that I assumed myself close to to ending the prototype representations of my numerous new (non-boss) enemies. And certainly, within the week simply previous I imagine that I completed them!
This was not with out some problem:
There was, I feel, only one left incomplete, a centipede. And it was presenting some technical bother: the engine-provided system that I used to be utilizing to depict its lengthy, sinuous physique was producing some surprising leads to each vertex-placement and UV-mapping.
For a time I tried a distinct method, constructing a easy 3D mannequin managed by a skeletal armature, after which procedurally arranging the bones of that armature.
This… roughly labored, however was alas considerably jittery.
So I returned to my authentic method, and utilized myself to investigating and responding to the aforementioned system’s surprising behaviour.
It was difficult, however ultimately, I imagine that I solved it!
(Be aware that the feel is deliberately not animated, this being a prototype illustration; therefore additionally the greyscale colouring.)
And alongside the best way I made numerous adjustments that do not appear price detailing right here: new particle-images, little technical additions and adjustments, at the least one bug-fix, and so forth!
That, then, is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (twenty seventh of November, 2023) Lethal Crops
Abstract: Through which death- and damage- results proceed to be added; two extra enemy-attacks achieve results; explosive seeds could also be shot; bosses achieve prototype artwork; and executives additionally achieve results for assaults, damage-taking, and demise.
Greetings and salutations!
This week’s screenshot exhibits one of many prototype bosses, now with prototype artwork!
The week simply previous was maybe to a big diploma one other effects-week–but with different issues accomplished in addition to:
To start out with, work continued on the addition of death- and damage- results to varied commonplace enemies.
And certainly, I feel that I now have this job just about accomplished! (Barring at the least one minor revision that I take note of.)
Right here beneath, for instance, it is best to see a centipede taking injury after which dying:
Moreover, I added results to some enemy-attacks that had been overlooked–those coming from two plant-enemies, one which produces exploding pods, and one which produces exploding “helicopter seeds”. (The latter, to make clear, being these one-winged seeds, produced by sure crops, that spiral slowly to the bottom.)
And if I recall appropriately, it was in doing the above that the thought got here to me to make these “helicopter seeds” shootable.
This enables the participant to probably clear their path by the hazard. However conversely, the seeds explode instantly on being shot, that means that some care is likely to be known as for wherein seeds to destroy…
(And concomitantly, I elevated the speed at which these seeds are launched.)
Nevertheless it was not solely the usual enemies that noticed work within the week simply past–indeed, I moved on to work on the bosses that I intend for the demo!
Particularly, I’ve begun including prototype artwork for them, in addition to results for his or her assaults, their taking injury, and their deaths.
Up to now two have seen work: One is the dragon proven within the first screenshot above. (Though it must be famous that a lot of the work on its mannequin had been accomplished beforehand.) The opposite, then, is a thorny guardian that must be proven beneath:
And at last, there have been just a few issues accomplished that do not appear price detailing right here: tweaks to prototype artwork and to shaders, and a bit of bit of labor on the extent wherein the brand new demo carries its commonplace enemies (together with some partial and tentative lighting).
That then is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
Thaumaturge
|
Weblog submit (4th of December, 2023) A Roster of Bosses
Abstract: Through which a dragon good points an enviornment; a thorny boss sees a good bit of labor; a crystal shader is pressed into different service; a 3rd boss is added to the brand new demo; the record of bosses for that demo is taken into account; “steady” particle results achieve an improve; “cone” assaults make higher use of “steady” results; “cone” assaults achieve higher auto-generated geometry; and a vacation is set upon.
Greetings and salutations!
This week’s screenshot is a gif, displaying one of many prototype bosses meant for the brand new demo!
And certainly, it was just about per week of bosses:
To start out with, the Dragon boss now has a greater enviornment, full with partitions.
However the Thorn Guardian boss noticed relatively extra work: it gained prototype artwork, results, bounding partitions, a ground, and even a tweak to the combat itself!
Of maybe explicit be aware is that it now makes a good bit of use of the shader in any other case meant for “rising crystals” (now with some minor upgrades): whereas not good for this explicit boss, that shader does at the least work for demo functions, permitting me to have plant-like progress and withering.
Additional, and as proven within the gif above, work was accomplished on integrating one other boss into the demo: the Shattered Knight.
The boss itself was added, prototype artwork was made for it, results utilized, an enviornment set in place, and animated pillars made for it to strike!
Certainly, I feel that just some touches stay to be added there! ^_^
Past the bosses themselves, I’ve barely reworked the beginning of the boss aspect of the demo: as an alternative of being a linear boss-rush, it now presents the participant with the choice to go to every boss in any order from a central “hub room”.
However maybe extra basically, within the week simply previous I gave some thought to, and settled on, an inventory of simply which bosses I intend to incorporate.
Though there has already been one revision to that record! As I recall, I ended up concluding that one meant boss–the “Winged Serpent”–called for extra work than appeared sensible for this demo, and moreover was maybe a bit of too brutal for demo functions.
Now, I had already accomplished some work in direction of the Winged Serpent, and a part of that concerned some tweaks associated to my dealing with of “steady” results, and particularly of steady particle results.
Briefly, steady particle results ought to, I feel, now work a bit of higher in and of themselves, and be higher utilized by “cone” assaults!
Moreover, and for related cause, I imagine that I’ve improved considerably the geometry that “cone” assaults might auto-generate to symbolize themselves.
And at last, I’ve decided as to the dates for my annual vacation of this time of yr: I intend for my vacation this time to run from the 18th of December to the seventh of January!
That, then, is all for this week–stay effectively, and thanks for studying! ^_^
|
|
|
Logged
|
|
|
|
|