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Day 22, 23 & 24 - Worldbuilding
Spent the past few days looking at how I could make the world more interesting since I plan for the world itself to be a major aspect of the game rather than some OK mechanics in an otherwise bland world. We have a basic story already, To summarise: An event named "The green skies" had caused the majority of the world's population to vanish. Those who remained slowly mutated into new beings. Some were passive while others gained uncontrollable tendancies. Those left behind were referred to as "Rejects" by the Components. The components are a group of the world's most intelligent minds. Also being rejects, they sought after many solutions to move forwards from the event, or to rewind it's occurance and potentially save those who disappeared. Rejects worsten overtime, So they also had to apply solutions to their rapidly changing bodies. Some replaced their physical being entirely with Machinery while others looked at more grim methods of staying afloat. They took the role of being the governing bodies of the world as each component controls a core "Concept" of the world. One controls the weather, one controls that which is created, one controls the world's economy, one controls the world's goods and so on. ...A Bi-product of the green skies was the creation or "descent" of beings named Starfarers. They yielded special abilities which would benefit the rejects greatly. With their abilities alone, the components believed that they could undo the woes of that one day and rewind the clock to restore everything to its former state; Starfarers were quickly marked out as "Targets" people could go after. The player will play as one of the star farers, Meeting others on the way, some being enemies and others being allies. This is still in the cauldron, I plan to expand on it greatly. Game wise, I plan on the component of filtering to be the first main boss of the game, I have made a few concepts for him and would like to share a full image of him. I also have two characters I'm planning out, one of which being a major component to the story. Once I finish this boss, whenever I do. I'll be able to publish this project as a demo! That's still a long way to go though. Getting excited to continue this project. IRL wise, I got a very good grade in my college subject and will be moving up, However this may mean that I have less time to focus on this... I'll try my best to move forwards and work on both, Hopefully it won't be a huge hassle.
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Day 19, 20 & 21 - Little steps.
Fixed a few kinks with the movement system and looked into some concepts for bosses Each boss will take control of a core part of the world. the player can choose to kill these bosses or spare them after battle. killing them adds more pressure on the player and the enemies that they encounter due to changes in the environment (one boss controls weather so killing them causes it to go to extremes, fog will cover some areas making it more difficult to see and attack things.) I wish to implement this properly so this is just a brief idea at the moment. I already have ideas for the first boss which i'll be focusing on for now since the others can be done later on.
Speaking outside the project, I started to touch onto learning korean. I haven't got a good sense of how to speak it yet but i've got a decent understanding of the alphabet they use. They use a lot less letters than the english language which I found suprising, some letters straight up don't exist which was interesting and kinda hard to wrap my head around. I'd say that i'm making steady progress on that area, I know the keyboard layout for the korean language without having symbols indicate it for me thanks to a little game. If I could learn a few words and memorise how they're said then I can probably translate it into the written korean language myself.
Anyway, Apologies for these logs getting inconsistent, Looks like 1 post every 2 days has become the norm. that's unforturnate. I've just been feeling really tired lately and have been forgetting to do stuff, this is one of them. It's not common that i keep track of my progress like this so maybe my inconsistency stems from just not being used to doing this kind of stuff before, I dunno.
That's all for now μλ
ν κ°μΈμ!
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Day 18 - Preparing for college to start again
going back to college soon, so i'm preparing for that. Not much progress done today, sorry.
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day 16+17 - Nothing much
Not much notable progress made today.
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Day 15 - Back to the writing board
Spent today concepualising how abilities will work with the player and their opponents. I've got something right now but its "undercooked" currently.
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Day 13+14 - Getting back into development
As I said, I would practice art until the 6th. I will continue to practice albiet at a lower priority than the game dev process itself. I was occupied that day but i got some work today art wise.
Somewhat dissapointed that i'm starting to inconsistently update this.
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Day 11 + 12 - Looking at video editing
As a side project I tend to explore other stuff. I work on side project to prevent burning out on the main project. kinda helpful, no?
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Day 9 - Mainly looking at references for today.
Just looking at references today, trying to break down everything so its easier to understand if anyone has tips on what I could focus on in animation, that'd be great. I have already indulged into the topic of the 12 principles of animation and the other commonly known basics.
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Day 8 - Doing CA wrong?
I've noticed that the "concept" art i'm doing takes quite a while to complete. i don't know if this is normal but it doesn't sound like it to me. I feel like it should take at most 1 hour to do the drawing part itself, and that's being generous or if you have a complex design. so either i'm heavily overestimating or i'm doing something wrong. usually concept art consists of making multiple images to properly convey that concept but i've only got one sketch of two characters.. I'll try be more "breif" with this since I believe that the whole point is to convey an idea, it does not need to be "neat" or look proper, it just needs to follow the minimum of being readable and clear.
Anyway, today I did a sketch of another character and also looked into animation for about an hour. it's a topic I don't want to burn out on so I practice animation for only a short amount of time.
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Day 7 - First week
That's the first week of the proejct's lifespan. great. I've actually started doing some concepts. a flaw i'm starting to notice is that either i'm putting too much detail on concept art or i am just extremely slow with it. a single person took me hours to complete and its only a sketch (to be fair I was also looking and chatting on discord so that likely accounted for the extended time) I won't show anything just yet - I want to have more done before I do.
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Day 6 - Same as the last
still continuing. I know I said I likely won't be making progress until the 6th but i'd still like to consistently update once a day on this page, even if I did nothing much.
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Day 5 - Nothing much
I'm still practicing art. Though I think I should get back on track sometime sooner or later. I'll give myself until the 6th of august to continue practicing. I'm still looking at anatomy right now, Muscular system is pretty hard to memorise even if you simplify it. though i think it'll be a huge step once I get the hang of it
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Day 4 - No progress
Nothing new today, I slept much longer than I thought. I did a few sketches here and there but nothing work showing really.
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Day 3 - Practicing art some more
Haven't done much development wise today... I will be working on concepts now but I also want to try refine my art skills in general. So i'll be kinda choppy on how frequently i work on said concepts since the things i want to practice don't mix with the game idea so I'll have to do both seperately. though some things I learn can be applicable to the concepts. I'd consider myself to be intermediate in art but i'm nowhere near "professional" yet.
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Day 2 - Setting up movement
I've kept the "two movement forms" idea on hold while I develop one in general. I've got some basic platformer movement including wall jumping, dashing and a few additional details not normally visible to players like coyote time and jump buffering (i have yet to add these to the walls though which i'll do sometime later.) After the movment is laid out, I'll start thinking about making a better prototype sprite so I can experiment with animations and so on. I've also considered starting to think about the level design of the first area which i'll try make concepts for later. Setting up the movmenet was a lot more tedious than i thought it'd be, but I'm glad I got it working in the end. while I'm here I might aswell lay out the roadmap that I have so far, which is likely to change at one point or another - Finish movement (excl idea mentioned above, this can be done after the combat.) - Develop some conceptual ideas for levels and characters, I already have something on my mind for both. - Create a sprite for prototyping animations, it does not have to look good in any shape or forms. as long as it can address what the player is doing. - Do the animations as described above - start looking into combat as a system, I like HK's combat quite a bit so I might use that as a basis point of where to start. balance wise. (don't actually "start" making it yet though,) - look into SFX design. i've never done this but I know very well of how any sound around you can be turned into a great sound effect for a game. it just requires creative thinking and a few tools to filter the sounds. Music? I'll consider it but not until much later into the game where most stuff is already laid out. I have no experience in that field. - Start developing the general layout for the first level. it should prove to act as a tutourial for the basic mechanics as well as being a good introduction to the story. - with everything laid out for exiting the prototype phase, start making sprites for the map and any basic enemies. - Look into AI pathfinding, make a simple enemy that just walks left and right for starters. if you want to push yourself, look at having said enemies firing raycasts and running from the player if they hit the raycast. - Start developing combat, allowing for the player to take damage and for enemies to get hit. use notes from the planning phases to help develop the idea into realization. - Make the alternate movement form, this one should be focused on speed and traversal. I suggest making a chart that compares the two forms together so they both stand out in their own respects without one being obviously better than the other - if I reach this point in the roadmap, then consider this segement completed and move onto the next. I'd love to see myself reach this point too, looking through the progress made along the way
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Day 1 - The beginning
This'll be a place where i'll update my progress on a game project of mine. I won't be working on it consistently but it's something i'll have on my mind from time to time. I'm not too familiar with this field but I already have contengiency plans if I really struggle on something. This serves to be self reflection for myself and to act as proof of progression. Others can tap into the progress at anytime to see how it's going. To summarise; the current vision is a 2D platformer (which may use 3D backgrounds if I feel that it could fit the style) with a dynamic combat focus. I have multiple "ideas" for what the term "dynamic" could represent in this context but i'll save that discussion for later.
////// Current progress: - I have begun on the movement system. I have a vision of how it could work. the player will have two "forms" of movement which they can alternate between. one is focused on locomation and the other is focused on combat. the former providing benefits in speed etc but at the cost of having combat be more difficult. it should be more rewarding if players somehow surpass expectations and can preform well with this system. the latter system should feel more... "basic" but allows more combat related actions to be preformed. This already sounds somewhat complicated but if that's the case i'll push myself back onto the planning phase and look at more C# Stuffs in the meantime - I also have a general idea of a few mechanics but i'll touch onto those when i reach them to reduce confusion on myself. //////
I plan to update this daily, if not, then atleast more than three times a week to keep progress consistent. I'm pretty busy on other subjects alongside academic related stuffs so there really won't be a lot of time for me to work on this. but I hope to push out something sooner or later.
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