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Captain log Sticky

A topic by Joseph Everland created Oct 21, 2022 Views: 4,143 Replies: 294
Viewing posts 201 to 295 of 295Previous pageFirst page
Developer

Captain log. Star date 24-05 -24-2450: Today is the D-day 2.6.1 :) Ready to release this patch. I tried finish on chicken difficult and it is ok. Lots of bugs especially with Climbing/fight/respawn features,  but I keep upgrade and will do it better with every new version. 

Developer

Woooow ......climbing is now much better. Less bugs so I consider for now climbing for closed. This Patch looks promising. Passing level is now much lesser pain in ass. :)

Lets see how I fix another features.

Developer

I also add today display that game is paused (by pressing P) 

Developer

Today I fixed bug about minus stamina during running of viking

Developer

Skall! Autoballance of hero is now less buggy

Developer

Added some new anti infantry component :) appear  from level II 

Developer

Added more new obstacles, also few chest and potions to level II. I like to try add that knoc out to goblin  on runnig player. I guess I can probably release new update and other things move to next update. I start to think it is time also settle steam page

Developer

Working  on goblin starts. It will take bit longer, I has to change whole  angle counting because my parent of model needed change axes. It cause many changes

I guess I can release update till end of week.  

Developer

Goblin archers  now got escape doors


Developer

Today I worked on goblin archer. Some AI bugs fixed

Developer

I Keep working on AI of goblin archer. I am adding some new behaviour to archers. If they get out of ammo they will do now 3 things: flee, nothing, or encourage others goblins to kill player, but it is not working yet properly :) 

Developer

I had break from coding.  Today I did my first gloomy material and object. gloomy muchrooms :) I also add some litlle graphic content to escape chamber.

Developer (1 edit)

In last few days I did  some progress in archer AI. Now he can do 2 more option after he depleted ammo. Always swearing and after it, if some  goblin warrior nearby (and seee him)  he is try encourage him , or if no warrior around  (or warrior die) in combat archer turn and ocasionally hide inside escape chamber.

Also I implemented inside code 2 new sounds. 

And used prototypes of  2 kinds of mushrooms  (now only decorations. One kind is gloomy)

Developer

Some things I moved to next update so new update is close to release. Last things to do:

  •  fix respawn....now it start to be annoing and uselles :)
  • start put basic skelet of level III
Developer

Today some effects work done

  • Saving points - valknut has gloom effect. 
  • Overall effect gloom now active in Level I, II
Developer

Yestrday I worked on some combat mechanics, but it still needs lots of testing. Goblin warrior is most stupid creture in my game currently. :) He needs more work

in new update. I thinkcurrently smartest creatures are worms :D. Today or maby e tommorow I release new version. I got already lots of changes since last update

Developer

I finally placed basic structure for level III -  only basic shapes. In this level will be Pub and Arena. 

Developer

Captain log. Star date 24-06 -24-2670: New release still not done, but close. I wanted put more things to next update, but  looks like it takes much more time. Main problem is, that arena in level III will need different look of camera (from first person) So it I has to do lots of coding to make avaible both view. I did some very basics, but it takes to much time and I need release already. So I stop work on that camera issue today and focus on finish release of 2.6.2

New camera look will be probably part of next update.

Developer

https://www.patreon.com/posts/news-33-106861814

Developer

2. 6. 2 released :)  Lets go work on 2.6.3  :P

Developer

My current progress. Some parts are new. I know there is lot to improve. But hey....I Keep working :)

Worst part is elavuating direction ..there is some nasty bug need to fix becuase is bad standing on edge and moving other direction :D

Developer

Start working on 2.6.3

  • Fix bug about direction of player (during turning)
Developer

Captain log. Star date 28-06 -24-2803 First day in arena :)

First day in arena I started training with goblin archer and I was very happy with his progress. He was shooting completly wrong from start, but after some adjustement is now more deadly from hights or same ground hight like me. So main bug is fixed.......Also I was nicely surprised that he can die and bleed like nomal person :D . Overall now he is much better in killing me :). There is still litle bug if I am close he start to shoot to much low force. Also he has problem hit me if I moving on sides of his direction. But I think goblins are not just such good archers as human :)  I tried for fun me vs  One archer on ground + 2 goblins warrior and I won, Goblin warriors need also lots of work. I think I am good with archer for now and now I try to do something with warriors. They tried for few moments hit me but soon they start to have problems even to exist :) they couldn't see me ect.About some goblin archer protection that's distant future :D

Developer

Problem with strenght of shoot solved (by normalized vector * strenght) 

Time to switch back on AI of warriors 

Developer

Time for new feature Hunger vs Food :P I started yesterday. Today I has limited free time so I probably spend fem moments on upgrading arena or Pub

Developer

Developer

Hungerbar starts working fine. Today I implemented successfully color gradient based on increasing hunger (not hungry green bar, hungry yellow , starving red) 

Also If player gets out of food he can die on starving if has 0 food 

Developer

Last couple days I was fixing some bugs about inventory. Starts working good enough for now. Also I put some turkey legs directly as item into inventory (as starting supplies of food based on difficulty). Last 2 things  for now about food is : 

  • 1) adding some eatable mushrooms :) Until now I had only model of mushrooms, but not as pickable object. I will do it now and after It I move to another feature...probably I will go train my goblin warrior into arena :) 
  • 2) my automatic eating gives vaule of food + hunger left which cause overfloating max value of player hunger (basic value is 2) so if player start eat at value above 0.7 plus  turkey leg food value 2.5 it gives 3.2  ....I wanna player allow reach only hunger stat ( it is 2, but some skills allowe increase this max value)

One last important thing....looks like we are 3 now. Brother decided join to team as 3D modeller. For now he is more learning, but already created nice barrel in blender which I can use for game.

Developer

Features done in last few days:

  • Food + hunger  feature
  • Add content to level II (eatable muschrooms placed to level)
  • Add content to level I (eatable muschrooms placed to level, barrels )

Now I returned to goblin warrior AI script and do him more danger ( I go train in level III arena)

Developer

I slightly improved goblin 

  •  he now move bit faster 
  •  look at player directly 
  •  better respond from attack from behind in patrol mode
Developer

Today I Started working on first game exit. Also connected with this topic is bit expand game story.

Developer

Today I finished main work on game exit feature + game end feature. Also I connected it with score board. Last 2 things I do later. It will be special icons for reached achievemnts and live/dead icon for score board. It means you can be saved into score board with reached score as alive person who desided leave dungeon or what was your score in time of last dead :) This need to be done in near future now can as new game score elavuate your rank status which you gain when we consider your skill, score, level you reached and time  when you reached. Sounds complicated I guess :) But I wanna give  lots of status variations that can player reach in game to reward those who gets far , but also give some end to players who dont reach so far. 


Developer

Captain log. Star date 28-06 -24-3263 - Prepare for storm

I decided move rest of tasks from 2.6.3 into 2.6.4. Because "first person look" will be huge task and takes some time. Also new  kind of beast is long time and I already did lots of changes. Bigger one is I for example"exit dungeon". First possible and is prepared by code and also by story. What is need to be done is backround story image. 

So on sunday I relase new version.  Updates 2.6.4 + 2.6.5 will be that "storm" because after it I like to expand with new version also on steam :)

Developer (1 edit)

Some Score leaderboard design today. Studying some futhrack symbols ect.

Developer

I move releasing after I return next monday (12.8) I has no time to tested build now, so it will be to wild release wthout any testing.

Developer (1 edit)

I am back from vacation. Today I create build and test it if there is no huge bug inside. 

Developer

Build tested, no huge bug, so I can release  2.6.3 version on Itch tonight. I guess, it is playable on easy difficulty only, because I think nobody will be fast enough to reach end of level  III, becuase of lack of food. I tried hard, but died at beginning of level II by archers. It might be possible, but dont have time to try it play perfectly. On easy I reached end of level III :) 

Developer

First things done in 2.6.4 all basic stats in score leaderboard now fully working. Last thing to do later will be specifiec achivements which will be also part of score board.

Developer

OK new feature implemented..... if player run to much he can only walk ( is exhausted) until he get specific stamina recover.. ..

Probably I should do some "exahsutedL marked. For now it works by code.

Developer (1 edit)

"Taking item"  animation is faster (was extremly slow) - now hero takes items +40% faster

Developer

Today I has first results from FIRST PERSON VIEW, so now game has TWO  mode views :) . I keep work but already looks cool. WASD moving starts working. Later I add mouse looking. 

Developer

Mouse looking and player turning working. :) 

Developer (2 edits)

Today's work:

  • Bug fixed : during hit esc for invoke exit menu. Now game paused and player can use mouse even in FPM. 
  • Crouch mode in FPM working
  • attack 1, 2, 3 now  avaible also on mouse. Also jump is now space and combat mode pressing V. It is better, because of less confusing during switching mode. In FPM is better do most things on mouse. 
Developer

Today's work:

  • Actualization of Help screen 
Developer

Developer

2 small bugs fixed. One about bad elavuate of dead. Second about bad triggring of traps because of new sound detector trigger

Developer

1 old big bug fixed :)  Looks like I finally get rid od bug during bad elavuate coordinates after turning of hero. Sometimes it elavuated bad and hero flip back to origin of turning angle. 

Also I start tested new beast for level III.  Jottun by Viliam Balaz ( looks like I might  get new help - beast master) 

Developer

Today I got first scroll bar and scroll field in UI, because my credits bit extended :) 


Developer

Today's work

  • Very small UI correction in display Help.. 
  • Some keyboard press was not working in FPM , was fixed. Not sure if it is all , has to test it more.
  • few upgrades to jottun AI ( but still needs upgrades to have basic skill enough good)
Developer

OK I was fixing one nasty bug at movement of hero. Now  looks it is OK . I has to clean code from  lots of Debug.log :) 

After it I add one more kind of attack to jottun and I consider for this version work at jottun done ( in next version I add some new code ect.) 

Before release I has some other topics to do. SO, lets goggogo

Developer

I switched back to jottun,learning him more attacks, also adding code because of it. I am wating for new hero model by Viliam. 

My current hero is to weak (slow) to defeat jottun. I was testing fight and beated him only if he stuck in some bugs. 

Developer

Today I started work on  first  easy riddle in level III .

Developer

  • Finished  new ridlle , in next update i add something new again.
  • Now I test on easy pass tolevel III if some new bug not appeared. I also already fixed one small bug in level I.
  • I probably start add small new content to level II today.
Developer

I was upset by old bug causing sme trouble during pick-up items. It was nasty tricky old bug, but after cople of hours seems to be defeated :)

I was almost sure I finish 2.6.4 today, but it takes too long and I still need add some new content to level II,I 

Developer

New bugs appeared I decided first rework take items system.  So release has to wait few more days

Developer

New cool feature almost done: health potions now can be automatically drink if hero takes and has less than half lives, but if he has more. He took it to inventory :)


Developer

Potion is now item object, I also  reworked helmet picking system, now  is picking without bugs.

Today I switch back to work on finishing 2.6.4. I hope, I release it today :) 

Developer

Today's work:

  • Add content to level II
  • Huge optimalization phase I - enemies (worms) - Low poly 

Game is now bit less laggy (worms had bad topology like 10x more times points less now)

I has to rework same way Goblin warrior and goblin archer. Jottun is good.

Developer

Today's work:

  • I hopefully finally fixed some big bug during jump distant phase. Also I involved "dexterity" character stat into values so infurue hero because of this can jump further.
  • I started on graphic optimalization of topology of goblin warrior.
Developer

Today's work:

  • I has to add some camera sript extension due more often changing position of camera in level III
  • I Keep work on graphic optimalization of topology of goblin warrior. I try to implement into game now, so it is almost finished
Developer

Warrior optimalizationdone and all warriors goblin enemies replaced in game.

Now I go work on last beast that need to be reworked and it is goblin archer. 

Developer

Goblin archer optimized. Unfortunately there is one problem with goblin warriors. Low model need some adjustement with align animations and model. now there is same bug with static idle position like  with achers which I already fixed.  Now I got time to fix it. 

Developer

Phase  of optimalization I, II, III done....now few fixing of camera switching and FPL mode camera.

Developer

FPS counter  feature done.  

I think it is finally time to release. Tommorow at night I will do. I already started clearing version from debug logs, fixing some litlle bugs during play tests.

I need go through once more and if I pass without bigger problems on easy difficult I release tommorow

Developer

Released 2.6.4 I has to do some new screens and game play, after it I start on 2.6.5

Developer

I make game play video with news in new version. Just finished and put it on yutube 

Developer

Today I Started regullary work on 2.6.5 .....first version for steam page too.

Developer

Basic shapes of Main cave done. Next step in this way will be do it nicer :)

Developer

First graphic improvement is Lava river at level I.  As deepest level there must be lava :) . I work on it 2 days already and I must say it looks good. It has nice hand painted texture and moving in few different speed of lava streams :P 

Developer (1 edit)

Todays work

  • Fixed in-game options ( only in level I , has to do in other levels)
  • FPS can be now turn on/off in options
  • table at startof level I
  • Some object position adjustement
  • started work deeply on midlle backround wall 
Developer

2.6.5 update will be mostly about graphic content I keep upgrade level I for now

Developer

I keep wor on graphic today I did some small "graphic bugs" at level I.  Rest of time I start work on game guide "rastatok"

Developer

Today I switched for faster topic. I do basic model  overview which has more use in future. In this version appear for first time and it will shows next Valknut castle progress . Here is first W.i.p picture

Developer (1 edit)

Another immportant topic for this version...new hero model is done by Viliam Balasz. I will try implment new hero model into game during this version.

I guess this is last, high version. 

Developer

My new hero character arrived (done by Viliam Balasz) , now it takes couple of days to implement and replace old character

Developer

Captain log. Star date 24-10 -18-3875:  I started with animations of Ratatoskr. ( model is very rough but for start good enough)

Developer

Ratatoskr first attemps. He is litlle so level of details looks ok. I think I can continue and start do animations and coding dialogues.

Developer

I  bit added at end some few model details to ratatoskr also I got Idle animation done. I can start code some dialog feature now.

After it I like to finally implement new hero model. But it has to wait few more days. 

Developer

I keep work on dialogue feature 

Developer

First sentences of first dialog working, but now I has to do some logic if there are choices. This feature is huge than I though :)

Developer

Another massive feature done 馃槢 .....Now I got dialogue feature almost fully working and also first dialogue :D.....

Developer


Developer

Ok I left doing dwarf for now, I created only testing model and avatar and improving "In dungeon registration process" . After I finish I switch to replacing hero model 

Developer

Today I switched to dialogs I need save /load dialogs in level. I need it mostly to prevent from repeating dialogs if it is not desirable.

Developer

Save /load dialogs working. Now I need add other kind of dialogue ( popup text above NPC) and third kind of dialogue which you can invoke by pressing keyboard ...there will be also extension by "communication" kills which allows player more options in dialogues. Like I said this feature is pretty massive :) I guess it takes less than few days and finally I can switch to replacing old hero model and do better animations of movement

Developer

Second kind of dialogue has first results, tommorow I probably finish it and start to do last kind of dialogue, after it I willtest on my NPCs and enemies. :P

Developer (1 edit)

Still doing second kind, because there is another sub-feature which will in future displays result of how much current  NPC likes you. It displays by sprite smile

next to the bubble text. 

Developer

Some smile sprite base code done. I will extend innext version, butfor now I am good I guess. I will implement in 3 levels now in some dialogues and after it I finally start work onnew hero model implementation.

Developer

Dialog loading for next level has some issue. I will be stuck on it in next day. I analyzed problem, now I has to think of solution. Level I dialogues working fine.

Developer

Uhmm.... I worked on smile statuses designs  (NPC relation to player) today. 6 kind from very friendly to hostile

Developer

Today, I start to work on new character model and animations (mixamo) . It is next big task for this version and last one. After it I do release. I think this task might take 2 weeks.....

Developer

I can't give up my personal hero model :) Instead of replace I have decide rework to low poly and improve animations.

New model from Viliam will be used for one of main enemy chracter in game. 

Developer

I started add to midle model some details. Not finished yet, but soon it will be challanging topic to do ...texture of hero model. It is night maare. I didn't do such thing for long time :) But I has to ! Step by step......keep moving forward...days weeks months ...years :D......

Developer

I finally started after watching some tutorials and eperimenting. I think it takes like 2 more days. After it I will have some better textures rather last model (hopefully) .

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