September 2018 (Week 2)
- missed recap last week
+ released second demo
- it was a buggy mess because I forgot to playtest it
+ got a bunch of good feedback
- mild burnout
- missed recap last week
+ released second demo
- it was a buggy mess because I forgot to playtest it
+ got a bunch of good feedback
- mild burnout
+ Implemented AI for 3 enemy types
- One of them has a weird bug that I can't exlplain
+ Implemented weapon switching
- right now the only difference between different weapons is visual
- still haven't made the layout for the demo level
- still haven't implemented a few fundamental features for the demo
- demo day is so close fuck fuck fuck
+ made a new shield for the knight
- it still serves no in-game purpose
+ Fixed a couple of things I forgot to bugtest previously
- Still a bunch of stuff to test and fix
+ Made a bunch of new assets for the next demo
+ Reworked the way attacks and weapons are handled in code
+ This opens the way to character progression and weapon switching, which is going to be one of the main mechanics of the game
- Racked my brain quite a lot to decide how do do this, settle on a scope and various other things
+ Managed to get everything working faster than expected (relatively)
+ Decided more or less on the scope of the demo
- Should probably work on assets but I feel like I should work on coding
- Kind of afraid that this demo will still be too similar to the first one
+ Made good progress on th dialogue system
+ branching dialogue and events triggered by dialogue are in
- implementation is not perfect, will need to rework it slightly at some point
+ Took a break to enter LD 42, which was a success
+ Three weeks to Demo day, time to add more features and content!
- missed the recap, combo broken ;_;
+ implemented basic scene data persistence
+ started working on dialogue system
- very tempted by game jams
+ feeling good about the current progress
- kind of wish I could move back to asset creation
+ Fixed a couple of bugs with the ally AI
+ started working on scene data persistence (ie. unlocked doors, opened chests, etc)
- didn't go as planned
+ I think I'm on the right track and should be able to get it working soon
- having to look at the same scene and the same assets for months is starting to cause me physical pain
+ Started working on AI for the ally character
+ Both knight and witch can follow the player, go after enemies in range and regroup if the player is too far away or if no enemies are around
+ happy with how easily I got things working, albeit still wonky
- not much else done this week, haven't devved much
+ Companion AI will now have a small threshold in their following behavior
+ Combo attack for the knight now works decently
- Can't bring myself to work on the next big tasks because I know they will bring me a lot of troubles and headaches
- the game still looks the same as 2 months ago because what little dev time I had I spent on coding
- starting to feel like I should give up on being 1MA and accepting the help of a codebro
+ Finally got combos working kinda
- I'm ashamed of how much time it took me to get them working, and only after getting help from other devs
+ Made a couple of improvements to how knockback and i-frames are handled
+ Finally can move on to other things
- c-c-combo broken ;_;
+ back to dev, finally
+ fixed a couple of issues with the witch's spell chaging
+ working on combos for the knight again
- so fucking retarded I STILL am having problems with them
+ writing down the code structure for scene data persistence and ally AI
- will most likely not make Demo Day 21, too little new content since the first demo
- feeling frustrated with my lack of coding skills
+ AI overhaul more or less finished, can easily be expanded
- need to create a custom node editor for it eventually
+ Can finally move on to reworking the combat system
- Pretty much everything I said last week is true for this week
+ I should be able to finish the AI system in a few days
- I'm getting a bunch of commissions on top of the ones I already had
+ which means more money!
- which means less dev time
+ AI system overhaul is going well
+ I managed to slim down my enemy code a whole lot and I already recreated the behavior I had before in a much more efficient and future-proof form
- work is very slow because I keep getting sidetracked by modeling and commissions
+ getting money for my work does feel nice
- modeling mechas is fun (this would be a + if I was making a mecha game, but I'm not)
- A lot of thinking, not much doing
+ Finally started an overhaul for the AI implementation, should be much more reliable and flexible when it's done
- Literally just set up the base structure so right now there is no AI at all
+ First demo released
- had to cut a lot of fundamental features because I didn't have time to implement them
+ general feedback has been very positive
- a fuckton of bugs reported, some I knew of, others I didn't
+ managed to fix most of them quickly
- when I fixed one bug I created more bugs
- the next few weeks are going to be focused on code still, so no new content for a while
+ Fixed some bugs related to health, damage-taking and knockback
+ Set up a quick title screen and coded the functionality which will be used for pretty much all other UI menus (such as inventory and dialogue system)
+ Modeled some enemies
- Modeled some enemies instead of implementing AI for the partner character
- With only 3 days left, I still don't have win or lose conditions or a level to explore
+ I'll do my bestest!
+ Implemented basic enemy AI
+ player characters can now die
+ refactored some code related to interactions
- my attempt at implementing combos was a big failure
+ started working on adding charged attacks
+ remade some animations
- STILL a ton of stuff left for demo day 20
+ juiced up the witch's magic projectile
--- goodbye Peritas ;_;
+ implemented key & lock in-game
+ implemented 2 types of teleport pads
+ modified the hurtbox behavior using animation events
+ Started working on combo attacks
- STILL a lot of stuff to do
- still feel depressed about my dog
+ Made some actual progress on puzzle mechanics
- it's still basic stuff, nothing unique yet
+ Now a puzzle can have multiple requirements and can trigger multiple effects
+ this includes spawning enemies (and defeating them)
+ improved the camera focus system following this
+ modeled key and lock, will implement them this week
- still a few things left from last week
- still have to work on enemy AI
- still have to work on companion AI
- still have to work on combat
- still have to work on UI
- not nearly ready for demo day
+ I will ganbaru zoi!
+ Installed Unity 2018.1
+ Wrote down a list of the next set of features I need to implement
- a lot of stuff to code, probably will need to change a bunch of pre-existing code
+ Musicbro showed interest in composing for the game
+ Laying out the plan for the first demo
- haven't devved much in practice
- my PC shitted itself so I had to waste almost 2 days just restoring the OS and the programs
+ didn't lose any data though
- don't have a lot of time lately, very afraid of missing demo day
+ Implemented switches
+ Implemented system to have elements of the game (such as spike traps or doors) that are toggled on and off at regular intervals, or for a limited time after the player activates a mechanism
+ Implemented objects you can pick up physically and drop
+ Implemented blocks you can push and pull
- Had to create some spaghetti code for this, which I'm not happy with
+ Painted some more textures, I think I'm getting better at it
- I'm painting random terrains and surfaces which I don't even need yet
+ Implemented system where the game focuses on something that happened (such as a door unlocking or monsters spawning)
- Got a bit distracted by Small World Jam
- Still haven't decided what to work on this week
+ Modeled big mouth monster
- Haven't worked on enemy AI yet so the monsters just wander and chase the player for a bit (they can be killed though)
+ Modeled some more props
+ Painted a bunch of textures for grounds and other environments
+ Implemented pressure pad, flippable lever
+ Implemented door opening and closing on condition
+ Implemented treasure chest
+ Started implementing companion AI states
+ Implemented projectile attacks
+ Modeled, rigged and animated Knight and Witch
+ Modeled a couple of background props
+ Implemented the basics of the UI system for managing menus such as inventory and status
+ Implemented UI notifications that can be called on various circumstances
- Still haven't implemented any of the puzzle elements that are one of the main points of the game
- Scope creep is a bitch, I need to stay focused if I want to get something done