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Captain log Sticky

A topic by Joseph Everland created Oct 21, 2022 Views: 4,142 Replies: 294
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Developer

My public notes about development.

Developer

Today :

  1.  I mostly promoted my game on twitter. (2  new followers ...5 now :)  )
  2. Donladed anew capture video programm and created actual game play video.
Developer

Today I worked few hous on character modeling (now i am using default figure ) 

Developer

3 days of modeling ...not finished yet :) , but sart to be close

Developer

Finally I  finished new model of main character. I constructed bones and made a rig. Especialy upper part of body is ready for use and already tried some first animation import to Unity. Tommorow I check legs and can start do animations. Next day I am planning fully replace old default figure and also I maybe add shield and axe. :)

Next week I can start work on combat mode :)

Developer

Developer

Today I am learning new character his moves: Idle, walk, right now down on knee. Later stand up, run, attack , defence, jump distance, jump up, take, equip, arm up,... ect......I Guess it  might takes whole another day :) .....

Developer

Today I was continue learning new character V2.0 some animations: duck, crouch move, walk , idle and to arms, for now very rough animations. I has to add few more , than I do some adjustement and after it I can finally import into unity and start to code it ! :)

Developer

Keep doing animation. Now I do "to arms" and "attack1"

Developer

Current Animation

Developer

I almost  finished to do animations. I already start testing it in Unity. I has to sligtly rework "to arms" , Add jumps and climbes I am not sure if do now or in next update. Also I will need much more. Exit walk, learning,resting, tired, dying , drinking ect.....:)

I got like above 15 animations done and look it is still lots  to do, but I need start to work in unity again :) 

Developer

gogogogogo 

Developer

animations done

16 from 32 animations of new hero is done . It takes ages :)

Today I done start runing, running

I guess I need tham all atleast rough done before go to unity and start to code it,

Developer

Developer

2.5.0 except some blood bug and exit buttons bug I reached same features like with old model. Now starts fun. I can start adding some new features 馃槃

Developer

First new feature is implementation of dead animation :D. Nothing impressive but it is good progress.

Developer

Seems to be as good day. I had to bit remind myself some animation and input stuff around it and after it I successfully did 2 new animation implementations! :) To arms and disarm.
Developer

here is some outputs  to see , from already done work 

Developer (3 edits)

Today I fixed this bugs :

  1. Sometimes attack animation freezed due bug in code. Now it is much better.
  2. when player standed up he could "jump" now he can篓t till animation of stand up is finished

Tommorow I fix not working clickbuttons due some input coding day before. Also I like to see again blood :) It is not working due some previos model importing. After I fix this two bugs I finally release 2.5.1 (2.5.0 will bee not released) and can start on 2.5.2

Developer (3 edits)

Today i fixed:

  1. Menu buttons Level 1 works again
  2. Figed two errors about read values when player moving
  3. Blood is working again :)  (it is still same looking later version I look at it again)
  4. Hints about controlls edited
Developer

2.5.1 RELEASED

Developer

Turning animation working in  game 2.5.2 first feature

Developer

some bugs around freezed animations by multiple keyboard press fixed

Developer (1 edit)

8.AM :

last two days I spend on shader graph :) and also I keep working on drink potion feature. I start to have some outcome. But today I guess It takes  whole time also. 

3.PM:

Ok I has to do litlle secondary quest. Creating script usable for get child of parents from any object in scene which is script attached.

Developer

https://www.facebook.com/watch?v=558576209438615

Developer

New combat upgrades

Early at day I did few code preparations for attack script

Lately I imported 3 more animations.

Now will start tricky part - connect it with input by coding ect.

After I finish I has to switch to create colliders for axe and shield and create

by another coding some behaviour. 

Next big part Is learn enemies to being hurt and learn tham kill :) .....Hail and kill! :D

Developer

Today I started to code new animations . For now starting work walk armed forward.  I created completly new animation walk backward armed.

Problem is when player is surronded and need to turn armed. Guess I has to create first double press feature soon :)  It will be soluting armed turning

So it means if you hold button you will be moving backkward , but if you do double press same direction it turns you in combat mode.

Developer (1 edit)

I set some buy coffe page too, but I think that has no much big potential. Also I did some refresh at patreon page :)

I also fixed few bugs in transition and animations when player pressing more keys in same time, now is game play more stable. Question is how it will be after I Add rest of movement animations :D.....

especially that double press 

Developer

Nah, I was checking some discusions and looks like better will be just add two keys for turning during combat. I think best will be Q for turn left and E for turn right :)

Developer

I was fixing backward animation today. Looks better now. Now I should finally start with colliders for attack and defence.

Developer

I fixed  two another minor bugs connected with movement. I start working  on axe swing :) 

Developer

Today my hero did first axe swing into enemy :)  (testing box....:D)

Developer

Today I put two more attacks into animator and also  did connected attacks methods. Looks working. Now I can start work ondealing damage to enemy :)

Developer

first level beasts concept 

Developer

I finished most players combat features planned for 2.5.3. Now I did worm attack1 animation. Tommorow I will work on attack mode of worm :) 

Developer

I has few first AI logic of  worm finished (chasing mode) , but it takes few more days I guess.

Developer

Xmas. => smaller activity in last few days. But I finded always at least some time at night mostly. Currently working on sorting enemies script which is directing number of enemies in levels. I has some arrays created ,but still I need some features get running. Like for cycle which allows sorting enemies in array its belong.

Developer

Sorting enemies based on game difficulty is done :). Now I switch back to enemies attack mode. After I finish this featre I can release version 2.5.3. In later

versions I will upgrade AI logic. Now will worms attack immidiatly if player reach range for attack.

Developer

OK two basic oportunties for attack players are starting working. Now I need to fix two biggest bugs. 

1) better attack repeating (now working rare) 

2) too often worm get in bed rotation(position) after he attacks.  I has to learn him "stand up" :)

after this I has to work on damage system player vs worm and oposite again. And when i find solution I can finally relase 2.5.3

Developer

Litlle feature done today. Worm is checking if he is grounded. It wil be usefull for advenced movement logic. 

Developer

Automatic rotate if worm is not grounded  is working now. Now I started learn him move back on his path. 

after it I guess,I need also repeat attack posiibility and I can release 2.5.3 finally. And start work on 2.5.4  :) 

Developer (1 edit)

Last few days I learned worms:

  1. Getback on colide path
  2. Rotate automaticaly worm, if he has wird rotation 

Now I am working on learning worm climb on side of bloks. It is partly working already, but I has to add some advenced gravity logic because current working only

if worm is upside down or on ground, not if he is from side.

Developer

ok 2.5.3 is ready for upload. Worms AI still sux. worm got suicide behaviour :)  but starts to be at least acting like he got some AI. 

Worm is buggy overall . In 2.5.4  I will only sligtly improve his AI. In 2,5,4 I wanna do someting around level design. In 2.4.5 it will be much better

Developer

Started work on 2.5.4 by  relaxing with some  draws of few tectures today.  

Developer

Worm can be killed, blood from both is  bleeding :) Today I  created new features:  gaining score and experience for kill. of worm .  I  like to implement now some short animationed text about amount of gained exp and score. 

Developer

Today's progress: I has some first inside logic about kill count, but not yet implemented visually

I has some first display results about getting experience for kill

Developer

Captain log, stars date 27012023 :)........Graphic visualization of gaining experience for kill is working.

I also started to improve logic when worm get killed.

Developer

Today

  • I fixed One annoying bug when player is turning. 
  • I put 2 vikings symbols paintings by step daughter :) 

I like to add some more things before I go sleep :D

Developer

One more bug about movement fixed today. This one was more tricky, but solved.

Developer

litlle level done screens done


Developer (1 edit)

Today I rework attack down, because it was to high and crowling worm is lower than hit zone

animation is slow and not to perfect bu for midlle concept of hero good enough

Developer

Today i did few nice things about worm. He has now basic dead animation  and also I fixed bug when he died he is now harmless. 

This patch is pretty nice for gameplay I guess. It starts to be playable :) I has to do 2 things before release : put some basic skelet of level II,  put some few new graphic design into level I , place my worms back (now i got only one for testing ) And I can release. 

From  version 2,5.4 consider  level I done like from 60% and I can start finally work  on level II . there will be new kind of enemy so it might take some time , because it is humanoid , so it is different combat behaviour. 

Developer (1 edit)

Today :

  • I  fixed 1 bug about hit worm on ground in oposite direction 
  • fixed bugwhich insome case get kinf of worm rising from dead :)
  • I imported some minor change in background wall (for future grahic content)

I think it is very close to release 2.5.4 version

Developer
  • Worm correctly rotate in attack jump
  • better attack responding on unarmed player 
  • I start put some skelet into level II

I need few last things before releasing 2.5.4 . I think tommorow is the day when rest will be done.

  • Put correct player scripts into level II
  • try build before release
Developer

  • Put correct player scripts into level II   - LOOKS IT IS DONE  , but try and release build Iwill do tommorow
Developer

OH, I first time has to fix some bugs which didn't  appeared during editor developing. First time I fixed some errors inplayer.log :) 

Fewmore has tobe fix before release. Ineed Iguess one more day

Developer

Today I released version 2.5.4 :) 

Lets go work on nextone :P

Developer

Today endscreen starts shown level finished (level 1,2,... ect.) 

Developer

twins borned 14. 2 :P I got litlle break . I has to rework bit some rituals about feeding ect. \i will continue soon 

Developer

First time since twins born I got time for work.  I ixed two litlle bugs and started thing how implement first equipment (helmet)

Developer

Developer (2 edits)

Captain log. Star date 08-03-23-223

Last few days start to be stable for work even with my new game developers :) 

I started work on first pickable equipment - rusty basic helmet (later in game there will be better to change ! )

I got almost done nice animation and some code logic. I need still adjust some things about location of helmet. After it I need implement into combat defence as armor

And also I has to think how to save equipment if is already on head.  (probably some list)

Developer (1 edit)

Captain log. Star date 10-03-23-228

Today I finished whole animation from pick in hand and put helmet on head. ....So animation and placing new equipment works fine. Now I has to review my code about add stats and increase some defence stats . I has to watch again some tutorials . My stats are based on Kryzarel "character statsinunity"  tutorials,

Developer(+1)

Captain log. Star date 17-03-23-233

Finally I started  try work on save items system. I hope I find enough time this weekend finish this feature :) 

Developer

Captain log. Star date 18-03-23-238

Scriptable object is way I should implement my invetory and equipment feature. I started to creating it

Developer

Captain log. Star date 18-03-23-243

I keep working on inventrory system. I found nice tutorial series about it. It is pretty long , but worth go throuh this i Guess :) 

there is reference link: 

Developer

Inventory work in progress . Some first outputs :)

Developer

Captain log. Star date 25-03-23-248

Today I continued on inventory system . Currently I work on saving/load inventory from file. This feature is almost finished

Developer (1 edit)

Captain log. Star date 05-04-23-250  Feature load / save inventory looks fine in editor, but in build I got still some issue

Developer

ok I finished succesfully load save inventroy feature acording 2 of 10 tutorials :)  it is working now but I next tutorial are some major changes I guess it will mess it up bit again.

Developer

I had litlle break from development , but I am now back! :)  Keep working on inventrory. I hope I release 2.5.5 till end of week

Developer

Developer

Today Ifixed  small bug about helm item detction. Now it is better

Developer

I am  back. Guys growing up and seems to be that I have got some itlle time for game again. I was working two nights and fixed some saving bugs.

1) Worms are now truly oading based on game difficulty (again - it was broken after some code work in previous month)

2) saving checkpoint is saving only once . If player die and checkpoint was used for save. He is inactive after new resurection :)

Pretty cool beeing back I missed it :) 

Developer

I am ready release 2.5.5 today and start work on 2.5.6 

Developer

chm....... build had 6 bugs, 2 of tham now fixed, 4 remains

Developer

I still got one big bug to fix.  It is ABout saving and loading items. If I save and exit to menu ,  after continue it is ok. but if I exit from game and play again the game and use continue it is missing saved object. Also if i play and exit game before saving point it remember picked items even  it shouldn't. This is obviosly some mistake in saving  and need to be fixed

Developer

Finally. Biggest bug with wrong display items is fixed. I got still one less important bug to fix, but this will be fixed in 2.5.6. Today I finally upload new version

Developer

First thing in 2.5.6 done: Player got visually helmet even after save and load...I mean inventory worked long time ago, but visually on character was not saving/load. Now if loads inventory it automacically also load helmet placed on head. Next features for this topic will be destroy  item  on ground if was previosly taken and game saved and loaded destroyed on ground already , automatically switching equip if  player find same class of item but better, correctly connect to player stats.

Developer

Captain log. Star date 07-11-23-470

I start mess with strafe move. I got some issues to fix before it starts work properly

Developer

Strafe is  working  now (with bugs). Number of  buttons bit increased :)  but it is mainly for desktop  PC so I keep oldscool hardcore  in progress :)

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I added today kill zone if player fall from edge. It is working. Now is time to fix bug when player fall disable strafing to avoid "glitching" :) 

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Small  bugs fixed ( at start level II wasn't working display helmet physically) , now I go add hiding inventory by turn on/off by keyboard bind....guess classy "I" like inventory :)

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Strafing left right during fall is not disabled yet. there is problem for not possibility of moving if player is at edge. I has to think some other mechanism rather than was grounding controll .

Turning on/off inventory is working now

Developer

Small bug fixed, when player moving armed and hit disarm , there was lag in animations, becuase of some eerly disabled armed status.

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Start working again on combat with worms. Small bug about dead of worm fixed.  I  try bit work on AI of worm again. AlsoI should allow player strafe even during combat mode. now can strafe only if is disarmed.

Developer

2 evenings with refreshing worm AI code done. Tonight I improved few bugs connected with climbing behind edge and also turning worm with "left" gravity field. I guess most developers using methods like navigate mesh, but I created kind of own. using combiation of raycast , local pos and euler angles ect. 

After I finish few more bugs I try it on "testing field with cople of worms with same start position,

Developer

Few new worm movement bugs fixed. now can  corretly turn or climb over edge when he is on "right " side  of block 

now  I am bit checking "old" method for geting back on "foots"

Developer

Captain log. Star date 24-11-23-559

I build level 3 start because of some testing save/load system. I fixed few big bugs especially with loading enemies. Now works fine. 

I put 4 worms on level 3 for some t testing and they are bit crazy right now :) seems to I has to rewiev some worm code again 

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I started work on strafe left/right during combat. 

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Strafing left right in non combat is now  fixed against "glitching" :) Last thing I has to do is strafing animations in combat - left. and non combat left and right.

In combat mode is not antiglitching method implemented yet, but it should be easy now. After I finish this I switch back to worms  AI.  

Developer

Strafing completly working (animation in noncombat is bit ugly , but good for now)

I go to do something relaxing (F1 - help screen) , Btw discovered that F10 changing settings doesnt work now

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Help  done and working

Developer

Captain log. Star date 04-12-23-663

Hahaaa! Perfect! Items work fine for now. I sucessfuly add feature which cause if player pick item in level and save. Item will be no longer avaible in level and player got it in inventory. Thats perfect for now. New feature about inventory will be comparing classes. If hero finds some better for example helmet. It automaticaly switch on his head for better and ignore if helmet will be worse. Now I add some new graphic to level I, level II and I can release 2.5.6 and start work on 2.5.7 :)

Developer

Last 2 days I working on "kills ratio" feature. looks like working good enough. I has to try in row of few levels if still works corectly, but now after level I done it is ok :)  Skal! 

Developer

Of course killing ratio stats has in connection with new level some bugs :) I work to eliminate  tham

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All  main bugs about objects, items, enemies fixed  after passing to level II  :) . I need one more crucial thing for combat. and it is turning armed.

After it I can release 2.5.6. But now I go  "relaxing" on adding some new graphic content to level I and bit extend level II .

For level II I need hero climbing.....so this will be big topic for next update 2.5.7 with this is connected  "skill tree unlocing" 

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Last two days I work on "chest" feature.  It will be part "secret location of level I "

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chest modelet, animation of open done,  script for triggering done.....tommorow hopefully I find time for some script implementation of gold and food fromchest,

Developer

OK Yesterday  I did some simple gold visualization. Today  during star dance I was working on turn armed animation. Now I has to connect it with some code.

Developer

Turn animation bit better.  It is time to move on to another topic. Now I guess , I should add some content to level I. Problem for level II is that I need another

big topic do first: It is climbing. It should be part of "skill tree" so it is another big topic connected. It takes some time to implement this. Maybe I release 2.5.6 and level II will be not finishable still. And this topics will be working in 2.5.7

Developer (1 edit)

Captain log. Star date 20-12-23-726.  Secret I  location implemented.  Now I work on save / load  discover status + visualize in level done screen.

For now I got 1 secret.  Later will be in level I  3 secrets to found. The second one is connected with another old school game. 

Developer

I start to be happy what is working and ready for release 2.5.6.  I will do it tonight and as usuall  I will start work on next update  :D

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Like usuall I moved release and add something :D

Last feture before releasing ..."secrets ratio" implemented into stats. In level I is right now 1 secret (later will be 3)

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I had litlle  time in evening for some detail in level I .  Many more things before 2.5.6 to check :) I guess I release it 29.12

Developer

Roxy hall bit edited, also another view camera script added to  final part of level I

Developer

Today I fixed few bugs,level I is ready for new update I guess. Now I need some worm scripting to do. Guess last thing before relase 2.5.6

Developer

Developer

Back to worm and his beahaviour script, but currently no progress only created more bugs :)  will work on it next day. 

really last thing before 2.5.6 release :)

Developer (1 edit)

I was working on AI of worms like I promised,  Saint george worm sound not implemented yet ,but I am desided already release 2.5.6

Worms act bit more complicated now when spote player,so there is some new progress, but it is still far from finall result. Sometimes they do strange things but it is kind of funny. I like it.

I love chaotic, hard predictable enemies in games. Let's go upload and work on 2.5. 7....... :D

Developer

One bigger bug after release discovered and now fixed. Item after picking up on next load still avaible to pick , of course it is wrong......Now ok but 2.5.6 is already released so It will be fixed in next version.

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I has litlle time today  I kept improve worm AI.

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Today I  work on sound cutting from record who I make with my 10 moths old son saint George :) .....I got like 5 sounds now  is tim to implement into game.

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Sounds of worm implemented, now I work on upgrading worm AI.  

Developer

Captain log. Star date 12-01-24-934 .   I desided add no more new things into 2.5.7 and ready to release. It is smaller update, but bit better improving gameplay.

What is new here: 

  • Worms has sound (voice cover by my 10 months old son  saint "george"  :) 
  • Worms has bit better AI 
  • Camera has better angle because of ground fight with worms.
  • Help now displays after pressing "H" because F1 is  on some computers reserved for windows 10 things and it is difficult diasble it for users. Second option was pressing Fn + F1 and it was complicated too. So I changed it to "H" 
  • Few bugs fixed ( some error in enemies recounting before save) ect. 
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new updated gameplay and info 

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now I can switch back to work on 2,5,8 :D

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Today I worked on first location of level II :P. 

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I started regulary extended level II...but for sucessfull finish I need 3 big things to do. New enemy, skill tree , first skill - climbing

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2 bugs in level II fixed, some graphic also done but nothing from big topics done yet :) tommorow i has to start implement climb animation. I got already done something from earlier , but not tried yet and zero code implementation. After it I has to create that skill tree feature and first perk "climbing" figure out how unlock by recahing level II experience. 

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I am few days ill. Guess it wll takes 1-2 more days

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OK I am good , lets continue I has to do again the climbing animation because of my mistake. So I will wor on it today

Developer

New climb animation done again, started to implement first result done. After it starts work completly I will has to restrict it from level II and also level II experience :) 

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still lots of things to fix with new animation. Testing and fixing bugs. first "skill perk" will be probably placed automatically, allso running, but from level III experince player can be decided which perk he increase , or unlock completly new like "magic" ect. 

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I keep testing climbing. Also I fixed today one nasty bug in turning feature :) 

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Climbing good now. Now  I has to pack it into "avaible from level II character " + done as part of skill tree

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Captain log. Star date 05-12-24-1205. Today I started work on skill tree. Here is concept design. Now I start to do logic for it. Guess it takes couple of days

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Captain log. Star date 08-02-24-1236. 

I am getting close to make working skill tree. After It, I change focus for extending level II finally :). Also I might get help from another game designer, who is probablly willing make for me new kind of enemy - I mean model + animation (coding will be done by me)

Developer

Skill tree is working now and looks almost same like design, except green color of improved numbers. This small detail I do later perhaps:) 

I will do some short video about how skill tree responds and after it I can start working on extend level II in next few days. I aso fixed one hidden bug in experience today :) 

Developer

The skill tree

Developer

green color to numbers added by html tags 


Developer

One climbing bug fixed. 

I keep extend level II. Today I finish full lenght of level II, but it will be without most of content for now. (missing new monsters, some secrets, some new items)

I will test if is possible reach to exit to level III

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I was too optimistic. Placing basing construction with basic stuffs of level II takes one more day.  I guess Tommorow I will be able test if I can pass with hero through Level II :) 

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Ok, Level II basic structure + objects finished.  I got some issue with unlocked gate at 1/3 of level. So I didnt pass deeper yet :)  Has to fix those dammend gate first, but I made it till 1/3 which is good result for first try :P

Developer

I passed throuh two gates, slightly behind halfo of level....... now  all  gates  works correctly and I got print blue for so it will be quick from now, but during testing level II pass I got new issues with climbing and even jumping.....Hero is jumping to high and not in distnace I has to tweek it. Climbing is pain :) I has to rework some code, do it more user friendly. 

Developer (1 edit)

climbing bit better and jumping too, but still not satisfied.

Developer

I has to rework whole jump and hang process to new concept. Problem with current is if player needs cimb twice in row . Not sure how t resove it and I discovered better cocept via internet. I will try rework it according it. I guess It takes 3 more days

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Climbing process reworked and works much better than previous system.  Tommorov I place allavaible climbing zones into level II

And after it I guess I can start works on new enemy

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Captain log. Star date 23-02-24-1427.  Today I  for first time passed through whole level II :)  I has to use skill  "climbing " of course. I need fix only 2 bugs and I can release 2.5.8. (I am moving few things to do in later versions).  I think from version 2.6.0 will be game worth enough to try for players. It should have full lenght of 2 levels (from 14 ) and game will take to finish to level III  like 15 minutes at least.

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Only some graphic adding to level II  an egyptian obelix in background (...as tribute for honorable batlle in viking  parallel earth universe )....... Tomorrow I probably fix those two bugs and release new update 

Developer

I fixed few more than those 2 bugs.  And I also added some potions ect. to level II

Last thing is fill with more worms for now, before I make  new level II  kind of enemy, but I also need to test it again (pass both levels) . I has to move release again on tommorow because it is too late today :)

Developer (1 edit)

Captain log. Star date 29-02-24-1485  

2.5.8 Released :)  Now I should do some game play video and in few days starts work on 2.5,9 

Developer

After short break I start work on 2.5.9

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New feature: Every game should has "pause"...done (seems to be working) . For now game puase only after pressing "P" ( I add describe to help screen also)

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Another bigger new feature: Now player after reaching specific point in level 1 can sign his name and it will be used during whole play, including working in save/load feature.

This will be used later into score board. this feature needs to be done. guess in version 2.6.0.  Now I am good with that.

Developer

I released 2.5.9 earlier because I figure out that some users might have roblems with install. I discovered that itcho games working fine if you dont change directory for install, but if you change it cant download. I first though it is because of some mistake in 2.5.8 but same problem was with 2.5.9 if I changed install directory. I described it in instalation instruction, but I start to think I shoul do some installer for my game

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Installer done :)  via install instructions 

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Today I fixed small game play bug in level II . Player was impossible to jumb enough to far to make it further. I better go through game testing again :) after I detected this bug

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Start work on runing animation + set as skill in skill tree

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Animation almost done ...after testing need some more adjustements

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animation of running still needs work but for now good enough I start work on implementation

Developer (1 edit)

New skill implemented now is time for start yggdrassil skill tree let grow in wild by new skills. I got 3 basic branch Magic, fighter, last one will be specific skills i guess. Now is on turn score table....


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Paper  (after hero make registration in dungeon) is now inventory item.  "If they find you dead, they might you recognize only by paper .....Also it is your exit certificate if you make it to level 6 or even higher" 


Developer

Last two hard features to do, before release 2.6.0   .....I go start work on local high score table from today. Guess it takes 1-3 days

Developer

Captain log. Star date 14-03-24-1699  I have got first work results in score board. Only some UI elements and basic  sorting  funkcion. Now I has to connect script with save and load system. Score will be added to leaderboard if player dies pernamently or he reach current end of game. :) I guess I might it get done tomorrow.

Developer (1 edit)

I  have decided due last feature change way of saving /load all kind of data data ............So finish score board takes much longer than I expected. I was using binary formater for saving which is marked as unsafe by microsoft. I next version I like to switch probably to JSON data format and save / load it. I aslo consider not using encrytion since I am not perfect coder yet :)  and has some worries about bad code vs performance :) I think it might takes another week before I rework whole save/load system

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Btw  score leaderboard is now working fine :)  even load/system....but this whole new saving concept takes week I Guess.....

Developer

Ehh I will do refactoring in next version. I wanna start work on last topic before next version and it is Gobliiinss = for me evil viking dwarves. 

Developer

Low level of second enemy done. Now to do  bones, some animations , scripts for behaviour and 2.6,0 


Developer

Bones done, perhaps some weight tool need to be used , but since it is only testing model it wil be quick. and also animations.

Developer

First animation of goblin warrior done, not all yet.

Developer

Animations done  for now. Implemented first warior , now started phase of creating scripts for it :)

Developer

Goblin warrior starts attacking, but lot of bugs to fixed.

Developer (1 edit)

Captain log. Star date 28-03-24-1862  Many bugs to fix, but goblin warrior is prepare  for attack this fantasy world. :) His archers mates will be in next version. I guess I release tonight 2.6.0 and start work on 2.6.1 :)

Developer

Had no time yestrday afterall. Guess I will do some relaxing details today

Developer

few minor bugs fixed like cut of more places in leaderboard higher than 10th , exit button in level 3 works now

Developer

Working on goblin AI, now mostly about some stabilization features

Developer

Still keep workig n 2.6.0 . Now I do second warriant of goblin ...archer goblin . Till end of week I finally release 2.6.0

Developer

low concept of second enemy-second variant goblin archer...,model done. Now is on turn animations. I will do only few basic , idle , arm . shot for now ...later I do better

Developer

OK I  did first...IDLE....now rest  think  at end of week I finally release this huge update. I plan do after it 2-3 more updates and after it  I can consider it as DEMO done. After it i will start in next updates work on "full version of game" so level III-XIII

Developer

Aim  animation done

Developer

First goblin archer deployed  :)........with  few basic animations. Now I do script for him. Learn him shoot and walk for now only. Later versions I learn him more.

Developer

Today I am workig on improvement of AI of goblin warrior . Also I like to work on AI of goblin archer.  

After it I should deploy  more goblins into level II and also need to do someting with level III hero, but new skills  (defend, magic, ect. ) will be in next version 2.6.1.

Developer

Goblin warrior AI is now much better,  but one thing needs to be done yet. Now if  player  aproach to goblin from behind and hit goblin he just keep stay :) This I must fix. After it I switch to archers AI

Developer

I modeled and added to goblins around bridge small archer tower . No progress with AI of archers yet.  

Developer (1 edit)

Finally I started work on Archer's AI , guess tommorow I consider it good enough and can switch to unfinished  turning issue of goblin warrior.

I like to release 2.6.0 at end of week , but I think it is to optimistic. Still not finished nothing about lvl 3 hero stats increased. New skills I do in next version for sure,

Developer

Warrior responds on hit from behind. Archer AI still in progress.  Archers already do something, but not shooting arrows yet :) 

Developer

Archer shoot arrows but badly direction and doing no harm :)  But I got some results finnally

Developer

Arrows killing now :)   , but there is lots of bugs to fix still. arrows are shooted upside , so spike of arrow is tail during shooted phase. That is biggest issue.

Developer

Goblin archers  shooting and killing now  :) . They are uselles  if they shoot out they arrows out (10x arrows), but as a support of warriors they are usefull enough :) 

I tried on  hardest difficulty  fight with 3 archers + 1x warrior and I  was unable defeat tham :D......cool .  There is still lots to do, but for  new update pretty cool.

Last thing to do is some stats for level 3 of hero. skills I will do in next versions. New update is close !!! Finally :) 

Developer (1 edit)

Captain log. Star date 17-04 -24-2115 Level 3 hero  stats done. Now I add only some few graphic content into level II .  I also fixed few bugs (climbing bug,  arrowdamaging after shoot out ) 

Now Iam testing build if there is no huge bug . If it will be ok I can release tommorow. 

Developer

IT IS OUT.   Now remains only upload some game play video:)  And I can go work on 2.6.1 :)  

Developer (1 edit)

I has to do new game play video fof 2.6.0 today. But for now I started work on 2.6.1. 

  • First thing I checked  was climbing. Now looks litlle bit less buggy. 
  • When goblin archers shoot out arrow in hand now not visible, looks much better now.

I also go  look on archers AI. If he shoot out all arrows he is harmless and uselles to much :) 

Developer

Only small job today.  Sucessfully implemented lookat function to archers, now  turning where player is even if he is in different hight ( so 3D watching player)

Developer

Today I regulary starts work on 2.6.1 Now I try learn warrior knoc you out if you try to run around him and avoid fight. Also use it in combat

Also I has to start implement some defence help from shield because goblin is right now powerfull and kill hero to soon.

Developer

Btw, I might have a new reinforcement

I'm looking forward to see if the cooperation will lead to any result and I will be able to include a new member in the credits and conquer fame together :)

Developer

Goblin now try player knoc down :) , but it looks also powerfull I has to bit restrict it , because hero easy lost ballance and after it goblin often finish him soon after he respawn.  I add random factor for it, but it is too frequently I guess. I decrase it bit. One problem might be if player try avoid fight and run through it looks like it is bit to easy, goblin react slowly  :)  I will add soon some logic knoc down on running unarmed hero next to goblin

Developer

Today Lankku did some sound adjustmend of my goblin's sound record, I chop 3 new sounds from it for goblins. First offical job of Lankku done :) 

In next version will be his name in credits. I also slightly edited credits for next version

Now I start implement new sounds into game

Developer

Few new sounds to goblin attack inmplemented. Also I litlle fixed bugs in combat with goblin, litlle bad is respawn during combat, ofen player respawn directly to goblin axe and die :) This I probably restrict and try do some autobaance for hero. 

Developer

Today jobs done:

Fixed delay in turning armed.

Now I will work on automatic ballance for hero during combat. If goblin knoc him he will try get ballace, but during it he will be unable attack

Developer

Captain log. Star date 30-04 -24-2283:  I continue work . Player in combat mode react faster on turning ,  goblin also turning bit faster. 

I fixed bug with no sound plank in level II 

Developer

I had small pause (visiting parents with J&J ). Since tommorow I start work again on 2.6.1. Today I just checked and perhaps I prepare one specific archer goblin animation. 

Developer

Archer goblin animation when depleted ammo used, but there is still bit annoying bug to solve.

Developer

Bug solved,  archers placed. Now I should do some sounds for them to make more variations.  Replace in code and after it I put few content to levels and I guess release 2.6.1

Developer

Sound when player gets hit by arrow implemented into code

Developer

Today I did better walk animation. Now looks bit smoother :)

Developer

I again allowed respawn because of some bugs.  Also I added one graphic object to level I . 

I has to add similar object to level II  and after it I probably release 2.6.1

Developer

2 traps added to level II ( I has some issues with code)- fixed  

Developer

Today I try rework climbing mechanics, because it cause lots of bugs still

Developer

Looks bit better but I need some tests tommorrow

Developer

Soon I release 2.6.1 with changes via 2.6.1 devlog. Today I add some more content to level II. I am preparing new kind of trap

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