More lovely stuff has gone into the Reprieve this week. Things are progressing nicely, so lets get right into it!
Productive Week 4TW!
It's been a busy week for us this week. So busy, I can't remember what we actually did. Time to consult the Trello!
For me, it's been mostly about coding smaller little things, and the Fire boss battle again which has been a mixed bag. Initially, I began editing the old Fire Guardian script but that became a bit tedious, so I decided to redo the whole script which has proven much easier to do. After that I noticed after testing the battle, the guardian couldn't do many of it's attacks to due being too fast to leave a gap for his long-ranged and then not fast enough to do his short-ranged attacks. So he needed a few changes but he's getting there. I also began writing a script for the camera in the boss battle which needs to zoom out on the fly when the guardian is far away. I got this working but not well enough for it to be considered finished. Needs a ton more work. I also did the lighting for the Boss Battle Scene after we decided the original lighting looked too dark. Turned out nice, i think.
Adrian's been a busy bee, or some other similar insect this week.
First of all he meshed out the first level in the Fire Temple. Initially, this was done a while back but it needed to be re-done. So he then unwrapped the whole thing. Now all that's left for that level is some texturing. He also got a start on the next level which is going to quite the undertaking, as the level is bloody massive. He also added in some background decoration for the scene, as you can see above in this week's Screenshot Saturday. It's good to see how things are progressing at the moment. As I mentioned in my blog earlier this week, we've now completed the Air Temple white-boxing completely. We decided that there wasn't enough levels in the temple and added a few more in. We were planning to fix some earlier levels but yet again we got distracted. We'll try again next week, I suppose. We also had an enemy design meeting which brought about 3 new enemies. Looking forward to getting them into the game in the future. Me Sounds!
Adrian's been watching some Bojack Horseman for the past while and he loves it, so this means his song of the week is Bojack's Theme.
I've gone for Ijime, Dame, Zettai by Babymetal. It's been stuck in my head pretty much consistently all week. Ridiculously catchy song Adrian's: Patrick Carney - Bojacks ThemeDan's: Babymetal - Ijime, Dame, Zettai
That's me done for the blogs. Be sure to check back for Adrian's blogs next week.
Until then, enjoy your Sunday!
Hey guys and gal's its that time for musings again. So this has been eventful for us with the release of MGS 5 ( which I am in love with) and good bit of work done this week as well.
We have had a sit down and a talk about the enemies in the game so far and scrapped some of the old ones that just didn't work out from game play trials. We have gone through the list of enemies that have been in both the fire temple and the air temple making a list of all their strength's and weaknesses. An example of this is a ice warrior that will be in the air temple who is immune to frontal attacks and will move slowly. The player must use planning to defeat this enemy instead of a full fledged attack of magic spamming. We also did a bit of white boxing in the air temple. We designed movement sections that flow and give a feeling of airy controls. We are also experimenting with using the wind as a means of travel inside the temple. On our personal work I have been experimenting with the textures for inside the temple firstly trying vertex painting which was a complete meh fest. Looking awful and taking way to long. So now I am in the mode of painting the walls separate from the floor mesh as we were trying to get away with them being one complete mesh but that is failing I am afraid XD. I also concepted up our new GUI, it is based on the GUI we have right now but will be clearer and minus the bars as we are going with a more 1hit = 1 health chunk instead of a random looking percentage of a health bar.
Dan got into fixing one of the games puzzles. This puzzle is where the player has to fix pipes and direct the flow of steam/ water to the right place to progress.
The air temple will be the first area where the player will do one of these and the water temple will have them as a more game play centric game mode to progress. Speaking of air temple Dan also went in and made some of the existing white boxed level's playable and with our design meeting we changed how a few of them worked taking into fact the new enemies. Dan was also busy putting in a new mechanic to help the player explore the world. We have taken notes from watching testers and playing the game our selves and agree that having a ledge grab in the game will make maneuvering and tricky jumps a bit more manageable and add another game play type that can be added into the world. Finally Dan was working on getting the boss battle working giving him new colliders and fixing his temp animations up so they look and feel a bit better while we test. The good thing about fixing the temp animations up is that I will be using the same time frames and the fixes will be still in place on the new animation's. I hear drums in my basement!
Tiem for the weekly music. I am going with " The man who sold the world"
Dan is going for "Not your Kind of people" by garbage.
Well that is it for another week of my Musings.
Hope you all have a good week Until Next time! |
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