This is a follow-up to my last entry (Fighting the Status quo that's killing my start-up), which to be earnest, hoped that it would turn out to be entirely different, and would only serve as a cautionary tale at best (opposed to this one); although the cracks were clearly visible at the writing of …
Dear All,
Hope this letter finds you well.
I have been climbing this ever-towering mountain with nothing, just my bear hands for years and years. Slowly, but surely, the goal of "reaching one's dream" became part of my fabricated destiny: As I wished to prove the world that said dreams are worth figh…
A lot has happened since my last blog entry–which was more than two months ago–and considerable changes occurred–both the good and bad kind. I'll go through all of them in detail below, explaining the whats and whys, and share one of the most important announcements of my life. So strap in, as this…
Originally, the plan was to fix up some of the bugs (which I quickly did already) that seemingly crippled the already in-place climbing system. Then move on with completing the stamina system (currently it only covers ground movements, have a video about it if interested). However, as I was remakin…
Biggest unique feature update yet: Spell casting with mouse! (long post, with goodies inside +video)
Way-back-when in early 2019, I had this idea of revisiting my childhood origins (of RPGs and tabletop, etc.), as I kept having these ideas to do so; a familiar feeling that pursued me, through my entire life, to tackle projects of my own. For one reason or another, things happened the way they…
This update was one of the most fun I've had in a long time! So buckle up, as I guide you through how the “your actions change the world” trope was extended to the player character, and how it changed the entirety of this update, from start to finish!
You can also skip to the very end, for the TL;DR…
Of Source Code, more pathfinding, stamina and more!
It all started with a simple checklist, which I put together for the next update:
- Fix glitching cursor; and disable input while minigame is active
- Add 3D movement
- Fix wall pathfinding/glitching
- Add dash/roll option to mouse (ctrl+mouse movement)
- Re-impl…
Before reading on, please have a look at this short (2 min) video (in case you missed my previous entry), just so we're on the same page.
For the longest–it feels like–I've gotten used to the fact–if there's-ever such a thing in a person's life–that most of my ambitions, goals, i…
So-o after finishing the base of the player controller (from last time), I thought to give myself a little break, and do something less demanding and more fun: in the form of creating some custom cursor animations. Well, suffice to say that I was in for a treat! Can't show you much (af…
Well . . . This past month was quite the interesting: First, shortly after my last entry, I discovered that by removing a chuck of the climbing system, it made it work much better and faster. So that was a thing. However, the elephant in the room was the idea of creating an …
If you want something to work, you'd better make it yourself!
At least that's how things usually turn out . . . Eventually.
So in my last entry, I quickly jumbled up some of the key movement features I'd wish to see in EOTH. However, the result…
In the case the link is missing for the video: https://youtu.be/8Aqs0DmJOMw
In the spirit of continuation (from last entry)In this stage of development, I wanted to prototype how the player would be able to move around in the game: Only using basic movements and actions that are available for all po…
I don't even know where to start. Originally, this would've been my next, scheduled update for my project, but it got derailed. So hard in fact that now I can wholeheartedly say that there's going to be a D-E-L-A-Y! ***oof*** I mean for once, these past two months have been a…
It is said . . . that a time will come when the heavens will no longer bear the weight of our souls–as we have forsaken them. What was built beforehand will mean nothing, as all that there was to know will be forever-lost. The lineage of those who came before us will be broken, …
Been extremely busy working on EOTH and on my many (book) projects, and wasn't planning on making a blog entry any time soon. However–somewhere along the way–I've gotten a bit distracted, and made something completely unexpected; as you'll find out shortly!
I've barely started…
PROLOGUE
Whenever I close my eyes . . . I can still hear my father's voice, as if he were standing right next to me . . . If only I could reach out once more, and tell them that I am grateful for all the things they have taught me . . . As I will forever carry their words, as long as I live.
"A man w…
First weapon of choice: The sword
Making this weapon of choice took some thinking for sure. For one, the design significantly changed over time (see the image below, or on my twitter for its dedicated thread), and took several iterations to get to this point, but I'm fairly happy with …
I've seen a short game-play footage from a dev the other day, which inspired me to create some quick soundfx for a falling tree. Doing some Foley work is always fun I found; and it's good practice.
This was my first attempt: I tried to match their quick ~2 seco…
I've spent these last couple of weeks experimenting and slowly building up the foundations (concepts) of a playable character; which would ultimately end up in the demo. It's based on an old Frankish design, with some additional tweaks here and there. Granted, it is r…
[edited version]Slow and steady steps, #Future
Been away from blogging for a while, as I've been constantly experimenting with different engines and solutions (for my non-coder side, that being said learning LUA seems a good way to "get back" into coding, with my first choice), to be able …
This entry would be a quick follow-up to my To pixelate, or not to pixelate topic, where I briefly talked about my aesthetics problem of using pixelated art vs. modern HD masterpieces. Strangely enough, yes…
Technically, I've completely abolished my initial story concept for EOTH. Which ended up being a pressure release, in some regards. [Although, there was a conscious decision behind the way it was laid out: simply, had no time to think about it.] Was not a fan of how flat and similar it was t…
Up until recently, I was convinced that using pixel art was the most suitable for this project. Aside from it giving you a unique feel, it also has qualities that a more modern render just cannot compete with: It has that special magic to it, which is really hard to beat. Furthermore, I would av…
Power Creep
Was bit overly hyped about this project yesterday, and was pondering on what else could be implemented, if a prototype was made (which is something that's outside my expertise--unfortunately). One thing stood out, right from the very beginning, was the old phenomena of Power …
There's this one thing that has been bothering me lately: the question of waypoints. Specifically the way they're implemented. [Of course one could argue about their right to exist in the first place, but not today.] If not properly used, they have to potential to become c…