December 2017 (Week 1)
+ Content creation this week, added 2 new character and finished a quest
+ Started working a new enemy, resembles a very aggressive snake right now
+ Content creation this week, added 2 new character and finished a quest
+ Started working a new enemy, resembles a very aggressive snake right now
+ Got working glow in the game. Now it automatically adds the glow effect for every object that has a glowmap.
+ Made so that color and glow intensity is adjustable through the editor
+ Made a stroke shader for the characters so i don't have to add it manually in their texture
+ Fucked around a ton with depth and glow, haven't gotten far at all, but still some progress at least.
+ Writen a bit of shader code for glowing objects
- Monogame makes a real big deal out of manually checking depth buffers for some reason.
- Slow week, stressed with life
+ Made a inventory
+ Pause menu with video settings done
+ New Design of MC
+ Made so that my dialogue trees can do item and condition check and take or give items to the player.
+ New Pause menu. Turning the game screen into a little CRT TV.
+ Been working on a shader for said effect
+ Made a small quest about finding a cat
- Messed around with a animation for the pause menu. It's ugly as sin and I think I'm just going to have to scrap it
+ Made a juicy main menu
+ New animations for the player.
+ Finished the demo for DD
- Had to strip away some of the new content that is not ready for release yet from the demo.
+ Reworked how I handle lights in the game, now it actually uses a shader
+ Changed the way characters speak
+ Worked on another event
+ Did a bunch of shader practices
+ Did a bunch of redesigns of my MC, still not sure if I should change him.
- Forgot to update my todo list, so I really feel as If I haven't been that productive this week.
+ Made so that the player can interact with objects (i:e pop up window with info)
+ Made so that events can be triggered by said obejects
+ Tweaked the AI, he's getting pretty sick at blocking
+ Made a water shader
+ Finished up the forest area
- Had to remake the water shader,
- Started a side project
+ Added controller support
+ Started to work on two maps, a forest and a town section
+ Gave the player the ability to crouch
- Using the sword with the controller doesn't feel good. The sword use really doesn't translate well to joystick.
+ Made a trailer for my game(demo): twitter.com/twitter/statuses/914636640160796672
+ Extended the demo
+ Submitted my game to Ludicious
- Had to remake a bunch of cutscenes
+ Reworked the global variable handler
+ Made so that I could place sound effects in the levels
+ Created a event with a cutscene and a couple of new animations
- Realized a couple of voices in the game is pretty shit, removed and redid them
+ Added a new NPC
+ Added a new area and expanded another map
+ Fixed cut mechanic so a empty cut area doesn't register as a cut
- Played around with the delta time and slowdown mechanic, did a bunch of work that turned out to be shit
- Very very slow week, like a ton of motivation and push just went out of me after the demo day. I need to regain that somehow
+ Demo is done!
+ Found major memory leaks whenever the player switched between levels. That is now fixed and the game is stable.
+ Reworked some of the sprites, made new backgrounds etc.
+ Added some NPCs to fill out the levels
+ Made tutorial signs
+ Made a bunch of cutscenes, decided on a style where I just based the cutscenes on edited photos
+ Did some work on two new areas.
+ Fixed the music engine so that music fades between cutscenes and areas
+ Enemies actually feel fun to fight against
+ Different tiles now produce different sound when stepped on
- The monogame video player leaks memory and I realized that my own implementation of the video player messed with the sound buffer. I had to remove all instances where the video player was being used.
+ Implemented inverse kinematics for the player and enemy arms.
+ Reworked the AI so they dynamically swing their swords towards the player. Also gave them the ability to dodge and block player attacks.
+ Made so that the player can be cut into gibs too