Posts

Oct 9th Update

 I have been filling in the last bits and pieces of the boss fight. Mainly adding missing particle effects, an actual transition to the stage and a transition out of it. I also recently had some playtesters run though it and one of them pointed out that the tutorial kills momentum. So I am working in a better tutorial on the first level. I am also planning on reworking bits of the first level so that it progresses in a different way and will hopefully let me put in more combat scenarios and have them show up a bit earlier, because I personally found while watching it that I was feeling a bit fatigued and wondering when we would "get to the good part" as in beating up monsters. I also might remove some puzzles that I feel are just not interesting or unique (the final one probably). I acknowledge I've been a bit slow unfortunately because I tend to go back and fix stuff up, but I really want to make sure this game is good rather than just pushing something out. On the side ...

Sept 13 Update

 Mainly been working on a somewhat complex combo system and the new weapon, which because of its movement effect is a bit difficult. I do have an idea for how to handle it though.

August 29 Update

 I've been adding final tweaks to the boss fight, and working on a new addition to the combo system which should make it easier for single players (but also provide a way for coop players to coordinate...or possibly troll each other. Sera has a new attack (I am also working a new weapon for Lea) and I'm moving a bit in the direction of practice round styles of combos, so expect some flashy combos, air attacks coming in. Initially I was going to go for a toned down simpler action game with ALAWT but I just like my flashy combos too much. Even then it's not going to be the level of practice round which was planned to have different combos based on weapons swapping, I think that will be expanding the scope by too much. I just felt like I needed more excitement in the combat though.

July 27th Update

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 The past few weeks were basically visual asset weeks. Most of the assets in the boss fight are complete. I'm still missing sfx, some bug fixes and an intro sequence. First screenshot is how things look inside godot with all the other screenshots taken inside blender. I swapped to a flat platform instead of my original idea which was to tear open a subway car but that proved to be complicated with issues involving collision, how the latching enemies will interact, etc, so I tossed that idea for a "maintenance" platform. The intro sequence will make use of the car though and it's another asset I get to toss in for variation, so no loss there. I also have one more planned obstacle for players that won't be too much to add in, I just haven't done it yet. how things look now.

July 8th Update

 I've mainly been ironing out weird bugs on the boss fight. However, I feel a bit stuck on it, so I'm going to start working on level 2 since I already have a bunch of ideas for that including the overall design and a puzzle.

June 11th update

 I spent a little too long working on a shader for the hurtbox of the villi. But I'm going to put that aside for now and try to work on other stuff. I'm modifying the subway assets a bit because I want the player to beable to see through walls whichever angle they choose. I created a set of animations for the villi, so it's got all the attack/flinch, etc animations because the previous one was on a very prototype model. There's still some weirdness in the IK animation and I have to fix that.

May 26th Update

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 I have been working on the model for the new enemy. I also ran into a new issue. Some friends tried playtesting ALAWT on their old mac laptops. It crashed a whole bunch of times, so I am working on a compatibility version using the OpenGL renderer. Luckily, I think it's mainly just a few lighting tweaks and I ended up removing shadows on it. I figured if someone's laptop doesn't even support Vulkan, it'll probably struggle with shadows.  I'm going to update with a compatibility version/low end version soon. I noticed just removing shadows made it run at nearly 60fps on my budget laptop full screen, so it should be good for lower end devices as well, though I will eventually make that an option in the Vulkan version as well. It's also really hard to notice the missing shadows simply because the maps are already filled with fog and darkness. It's moving along I would say this monster is based off The Thing, which is one of my favorite movies. I felt like I ha...