November 2017 (Week 1)
+ Finished a house model for the island people
+ Finished the effects for the Arcane aoe spell
- Backlog of little things to do is increasing bigly.
+ Finished a house model for the island people
+ Finished the effects for the Arcane aoe spell
- Backlog of little things to do is increasing bigly.
+ Did some more natural landscape for the floating island instead of just being flat
- Very busy this past week. Overtime @ job, car breaking down, and starting to workout again gave me almost no free time to work on my game. Gonna try to set aside atleast an hour everyday when I get home from work.
+ Got a zoom feature in
+ Started working on giving depth to the island
- Working overtime everyday at other job, less time for the game lately.
+ Got demo out
+ Working on adding in a little tutorial
+ Changed the camera so its now controllable
- A bit undecided where to go from here.
+ Got first NPC model in
+ Got the inside of the windmill set up
- Thought demoday was the 17th instead of the 8th. Scramble time.
+ Finished the Boat
- Nothing
+ Working on the boat
+ Making a list of stuff I want to finish on that same day, actually keeping to it.
- Nothing really
+ Finished the flower enemy + rigging. Just need to make an attack/hurt animation for it. Gonna add a big more foliage to it as well.
- Nothin really
+ Started models for the wind instance
+ Working on first enemy for that world
- nothing really
+ Finished first puzzle for the fire level
+ Finished designing the overworld for the wind level
+ Started working on props for the wind overworld
- Not much negative, everything's going good and I'm having high hopes about the game again
+ Finished 2nd part of first stage
+ Clearer concept of overall game
+ Working on incremental height for the camera rather than following the player 1:1 since some have complained about it
+ Getting better and better at making textures
- Thinking of different and fun puzzles is hard as hell
- Work taking up a lot of time as usual
- tfw no gf
+ Wrote out a semi-new storyline to compensate for cutting out a good chunk of the game
+ New tutorial intro is going to be more streamlined and to the point
- Had to cut out some spells that I didn't think were going to be completely necessary. But I added different tiers of the same spell to compensate, so it's not that bad.
+ Got a tablet for making textures
+ Adding sidequests to make up for less areas
- Cutting out some areas from the game since I decided to make real textures for the game.
- Less areas, but areas that are there will look better because of it.
- I'm fairly new to making textures so theres gonna be a learning curve on my work for a bit.
+ Starting work on redesigning the cave now that the base tutorial is done
- nada
+ I’ve put in a chat system, an energy/money/health system, a knockback/damage system for when enemies hit you, an ability switch system, and a camera system. Ready to start finishing the tutorial level.
- Wasted a weekend trying out a new mechanic that didn't work out at all.
+ Working on how the player gets affected during attacks and knockbacks
+ Made an ability select system
- Ive become addicted to french vanilla coffee
+ Got a jump animation in
+ Learning about Arrays
+ Learned an easy way to swap out main players visual armor
- Getting big headaches all day long from looking at the computer screen too much. Even had something called an "ocular migraine" which wasn't fun at all. Going to have to start limiting myself, maybe take a 30 min break from the screen every hour.
+ Not much, just a lot of fine tuning
- Debating if I should bother with demo in current form
+ Got a turtle enemy/non enemy in
+ Cutscenes for the intro level just about done
- Sleeping schedule got messed up again, damnit
+ Finished the overall layout for the tutorial
+ Started work on the cutscenes for the area
- Nothing, surprisingly
+ Started working on the demo for demoday
+ Progress is going by very fast now that I have more free time
+ New area is just like how I pictured it in my head
- Been working on some animations for the cutscenes and they are looking pretty bad right now, It'll probably take quite a while before they look any good.
+ Almost done the kitchen
+ Working on being able to push objects around
- May have to cut several dungeons to get game out by when I would like, going by my current workflow.
+ Started making the kitchen room
- Progress is slow
+ Finally worked out how to get the camera to do a smooth transitional following, like in God of War
- Spent a solid week on nothing but the camera
- The door I made looks like shit