Showing posts with label Devlog Video. Show all posts
Showing posts with label Devlog Video. Show all posts

Monday, March 4, 2013

Valchion Devlog Update - 3-4-13

Hello! It's been a little while since my last blog post, but I've been working on Valchion slowly and steadily. It's starting to shape up. Here's a video showing my progress after the break.


Monday, December 10, 2012

3D Lighting and a New Item

Hey. So, progress continues on Soldier Of. Recently, I added 3D lighting, and a new item, the flashlight.
The reason that I updated the lighting is because I needed the flashlight beam to be able to go behind obstacles. Previously, lights were in front of all objects - now, they are fully three dimensional. Some of the lights were also flat planes before, but now they're all three-dimensional as well.

The solution to the problem that I went with lacked a bit of finesse. I ended up basically duplicating all solid objects and coloring them black for the lighting pass camera. It works well, though, and the Rasterizer doesn't seem to be complaining (too much).

Anyway, the flashlight should be a nice tool to help you navigate the darker maps. The further in you go, the darker maps will tend to get, as well, which makes it a very useful item to own. I might add an energy bar to it, so that you can't just walk around with it constantly. That might make it a chore to be underground, though, so maybe I'll just leave it the way it is. Here's a quick video showing the lighting system as it currently is.



I've been working on Soldier Of less than necessary recently as I've been working on other projects (non-game projects), like a new particle system for BGE games, and BlendSling (a launcher for BGE games). Both are coming along, and BlendSling's feeling really slick with the recent bugfixes that were committed to Blender. I'll probably try distributing Soldier Of with it, just to see how it works for everyone.

I'm planning to change the name from Soldier Of - it doesn't really describe the game well enough and sounds generic. It also has "Soldier" in the name, even though there is no soldiers in the game, hah. Anyway, I'll mull it over some more.

Anyway, thanks a lot for reading and watching. Have fun!

Friday, November 23, 2012

Soldier Of Progress Video #9 And An Actual Homepage

Hey. So, I've uploaded another video for Soldier Of, mainly just for the smooth FPS that MSI Afterburner's getting me. It's a great video recording program, and works really well when you've gotten used to it. I haven't worked on this much, as I've been working on a launcher for BGE games called BlendSling. It's working alright so far, and it should help to make distributing BGE games easier.



As a side-note, I've gotten myself a quasi-legitimate homepage. Hurrah! Check it out here. I'll also put a link in at the side. Anyway, thanks for watching and reading!

Monday, October 22, 2012

Misshoni Development Video

 Hey. So, here's a development video showing my progress - co-op partner AI, some basic fighting, and Drop-In, Drop-Out style support. The video's after the break below.




Wednesday, August 15, 2012

Devlog Video #8 - Graphics and Stealth

Hey. So, here's another development log video showing the new stealth mechanics and improved graphics in Soldier Of. You can check it below.

Wednesday, August 1, 2012

Would You Buy: Dungens

Hey. So, I thought I'd post about one of my older projects that I made in Game Maker awhile back. It was called Dungens, and it was going to be something like a user-creatable Metroidvania.

I made a video showcasing it and showing how far I got with it.


I was wondering if I could get some feedback on it - would you pay a few bucks for something like it?

Saturday, June 23, 2012

Soldier Of Devlog Video #7

Hey. So, here's another devlog video showing the progress that I made on Soldier Of. It's going pretty well, and I'm pretty happy with how things are going. I'd like for my next project to have more options for color and ambiance, though! You can check the video after the break.


Tuesday, June 12, 2012

7DFPS Project - Day 4 (Video)

Hey. So, I've been working on a game project to enter in the 7DFPS challenge - a challenge based around making an FPS in 7 days. It's currently day 4, and I've gotten a pretty good amount done!


I'm not sure how far I'll get before the challenge is over, considering that I don't have a huge amount of time left, but I really like the way this is looking, so I'll probably stick with it all the way through to the end.

Wednesday, April 25, 2012

Soldier Of Progress - 4-25-12 - Progress Video Update!

Hey. So, I've been making a lot of progress lately into Soldier Of, adding a lot of features and maps, as well as fixing bugs. One major thing that I added was switches. There are currently two types - buttons, and gears.


Switches (Animated!)

That's an animated GIF up there - check out the Images section to see it in action.

Gears are switches that you shoot to trigger linked objects. Gears require several shots to 'wind up', and wind down over time, which means that they're timed switches. I'll be sure to implement lots of ammo drops to make sure that you don't run out. Although, you'll always have your default pistol, which never runs out of ammo, as well, so you'll never be stuck without ammo or ways to activate switches.

Buttons, on the other hand, can be activated by a single shot. They aren't time-based, so they won't 'de-trigger' on you. Another unique feature of buttons is that they can trigger other buttons. I made this mainly to have 'press button 1 to open a gate and press button 2 to close it (by 'de-triggering' button 1)' kinds of interactions, but this functionality could also be used for pretty hard puzzles.

So far, the only interact-able objects are blocks. Activating switches will move blocks around.
I programmed it so that different blocks can have different parameters (how far or fast they move, where they stop, etc. ) easily, as well, which is good for development, and for keeping players on their feet.

Another thing I added was awareness to enemies - now if you get close to an enemy, they will become aware of you. They'll also alert their allies that are on the same map. So, it's generally a good idea to stay hidden when facing larger groups.

I've been working on the maps and lighting recently, as well, which is a good thing. I think I've improved on the graphics in the darker areas.




Finally, it's been awhile since I uploaded a progress video, so I decided that I'd add that. No voice this time - just pure gameplay.

Well, that's it. Thank you so much for watching and reading about my game!

Wednesday, February 29, 2012

Sparky Devlog #3 - Dogs Hate Baths

Hey. So, here's another development log update for Sparky.



This one shows implemented water, as well as the first enemy.

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