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Captain log Sticky

A topic by Joseph Everland created Oct 21, 2022 Views: 4,865 Replies: 333
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Developer

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" 

Developer

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

Developer

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

Developer

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)

Developer

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.

Developer

I has litlle time today  I kept improve worm AI.

Developer

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.

Developer

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. 
Developer

new updated gameplay and info 

Developer

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

Developer

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

Developer

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

Developer

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. 

Developer

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

Developer

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 :) 

Developer

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. 

Developer

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

Developer

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

Developer

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

Developer

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

Developer

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 :) 

Developer

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

Developer

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

Developer

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.

Developer

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

Developer

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)

Developer

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

Developer

Installer done :)  via install instructions 

Developer

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

Developer

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

Developer

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

Developer

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....


Developer

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

Developer

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

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 😛 .....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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