Sounds of worm implemented, now I work on upgrading worm AI.
Lost viking 路 By
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:
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.
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)
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 :)
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.
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.
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
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.
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
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,
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 :)
I has to do new game play video fof 2.6.0 today. But for now I started work on 2.6.1.
I also go look on archers AI. If he shoot out all arrows he is harmless and uselles to much :)
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
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)
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
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.
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
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 :
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.
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.
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 :)
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 :)
Today's work:
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)
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
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
I need texturing clothes yet, but now I switch to animation improvements. Feeling I has to do something else :) So I am doing now another Iddle aniamtion and has to do some random picking idle status. Later I ad some more idles animations and acting will be random. X -mas aproaching, but I keep work. There is no free time for me :) No rest...this is my rest :)
I already has Finished this animations: Idle, walk, turning, attack down. I keep also fixing some minor bugs discovered at level I-II. In this levels I got almost fully implemented new hero model. I hope, I finish this animation part in week from now. Most important is for 2.6.5 fixing distant jump ...it sux currently and dont work properly. I think jump fixing takes like 2-3 days. for adding content I to level II-III i give another week. So there is plan finish 2.6.5 till end of year. Rest of features I move to another version, because there is lot of changes already :) . And I like to since new year also starts that steam page :P
All animation from previous animations count done. Tommorow I will try implement all of it and restore same count of aniamtion in compare with old model. I can do some
new topic later. It will be distant jump force again ( I think I try do better jump ike for 4th time) .After It I think I has most job for 2.6.5 done and move rest unfinished topics for this version to the next 2.6.6
Jump start looks playble. Animation are ugly/funny in next version I will keep in polishing. NoW I has to implement changes to all level (was testing in level I)
After it I Try pass levels as testing and after it I can start do last topics before release :) Some fun adding content :P .....But tonight boring implementation in progress...and perhaps some play testing