Home Artists Posts Import Register

Content

Well another month goes by and I struggle to have time to dev. This month on the 12 there is an entrance exam for an stable position on the day job I work in. And I've been studying hard since october last year but got burnt out and took some months (the most productive ones on the Draken's Shrine project) but I got to study hard again so I at least have a chance for an stable position, once done, I will probably have enough money to have some stuff done for the game.

Anyways, let's see what was done in this past month.

I made a cute Rynn dance

Based on this cute dance, I don't know a lot about vtubers but I find this very cute.

This month was very busy doing some tilesets, to be honest they take me too much time compared to other stuff, but I feel the game needs variety in the tiles, and they are very relaxing to draw, like my brain disconects itself while I listen to a podcast.

new rocks more variety for the forest.

Giant tree trunk, still in early development, this will probably take me a while to figure it out because it isnt using the blueprint I made for the tilesets, and probably will occupy 2 tilesets.

and finally putting grass into the tilesets, instead of everyithing looking brown it will look better now.

I dealt more with the underwater stuff, and fixed some bugs with the drawing of the water blocks, and also the surfacing.

this happened when surfacing, Rynn wouldn't get into a stable position so I made a new state that if the player top was not on water but the bottom was, then it would enter a swim state instead of a dive state.

Then I started noting the shader breaking apart in some areas when the player moved or the water blocks were uncoordinated.

I think I will leave the shader out of the picture for the time being and just make the water still until I can figure out a better way to do the shader. 

(A shame because i like the wavy effect it gave)

This month was also the birthday of a very good friend that is also doing a game.

I'm talking about @AllFenom.

I made a present for him.

I took the chance to test a full sprite conversion using the clothing engine I did for the game, (and in theory this is the first lore breaking costume).

Was very fun to draw Zoria in my style. and also took the chance to see how good the tree tiles integrate with the enviroment 

Another thing I did was basically do a bunch of basic level design, for all the ACT1 zones, most of them are very early stages and probably will change, but at least dong them now will unstuck the progress on that part.

Those are 3 examples, I already have done like 10 layouts and 1 almost finished (K'thani house hub) and 2 basic tiling and with aditional platforms.

They are in very basic shapes, and looks very simple but it's such a chore to do them because takes a lot of time, and all it takes for it to not work and be redone is just a platform too far.

Compared with the prologue that was mostly linear, exept the side cave and the 2 layer ruins with aditional chests, this zone will work more like a free roam, unlock abilities to progress and fight enemies.

Writing this last part about the level design, made me remember I need to finish the XP system, because after the prologue, all the monsters will have inherent dificulties so a hard one can be easily defeated after leveling up a couple of times maybe. 

I find this is a good and a bad way to do it, but if i manage it as I intend to do it it will be fun because can reward early effort. Like more xp if you are underleveled, or acess to better stuff early. 

But also gives the oportunity to people that want to enjoy the game be able to defeat all enemies if they go overlevel.

Then,

see ya again!

Comments

No comments found for this post.