Dev Log 8/12/21
I did it! After tons of trial and error I finally found a way to make buttons have visual effects when hovered over and the button still does it's function and it seems bug free! It took like 3 days of constant trial and error T_T Why is it that the littlest things end up being so co…
This is what I checked off of my list today:
X - Do a forced loss battle at the event outside of the first time at the Inn and take the numbers out of the dialogue question selections.
X - The Health Clinic doesn't actually have it's function yet.
X - Put cooldowns when the player leaves an are…
It seems that I have all of the battle mechanics firmly in place now. At this point I'll mostly be testing. The testing won't be for polish yet, it is to catch bugs, make sure everything is working smoothly, to see what kinds of design decisions I can change, how much can I reasonably add, what sho…
Dev Log 8/6/21
Working on implementing items has actually been quite a task. I ended up doing a couple other things while implementing the items into battles because it was such am overwhelming task. For example, I got all of the armor upgrades in and added the dialogue for the Mage, Thunder to giv…
Dev Log 7.17.21
I have been editing combat today. While going through the battle algorithms and changing the chances of certain attacks to land their effects I find myself wishing I could expedite the process with some kind of common event or prefabs but no matter how much I think about it, it seem…
Dev Log 7.15.21.
>Renamed Ranulf to Thunder so now it's [Mage Thunder] the Priest instead of [Mage Ranulf] the Priest. Had to go change his name in all instances of it's appearance.
>Fixed some buttons and some label transitions.
>Fixed some text.
>Added in rez packs known as "Juice Packs"…
Dev Log 7.13.21.
> Changed the weapon shop. Changed from buying 3 levels of each weapon to simply being able to buy the weapons. It was not fully implemented before but with the change, I added all the weapons to be purchase-able and fully implemented it. Now all I have to do is figure out the p…
Dev Log 7/12/21
>Implemented apartment with sleep function and levitation bed
>Deleted some unnecessary stuff
>Implemented skill review section
-Pictures are kind of underwhelming, seeing all the pieces together looks much better.
This is the skill review options for the Grimoire with onl…Grinded out a lot of work today. This specific task (getting ALL of the dialogue into better, more professional and presentable shape) feels somewhat overwhelming. I am not at a point in it where I can declare it any kind of a progress update towards the completed game even though a lot of time and…
>Implemented Health and Energy U.I. displays.
>Opening variables from the battle system and now that all of that stuff is working, I am testing getting certain variables to work fluidly outside of battle and to still be used in battle.
>Rearranged the user interface to make space for the sta…
Realized part of the early main quest chain was to get signed up for an apartment at the inn. The point of this was to create a sense of actually living in an augmented future sci fi fantasy world. However, the scope of this game, working on it myself, simply will not allow for me to add a day/nigh…
Sometimes it becomes really apparent that, when making your own project like this, there is no frame work or quest guide to move you along. You figure everything out yourself, you organize all the work yourself, you set your own task list yourself. It can be easy to feel somewhat lost in the sauce,…
Felt like I was getting dulled by the monotony of working on the same general parts of the game over and over again soooo I decided to jump ahead and make the new introduction today. I got most of it already implemented. I also added in a tutorial, which I'm still working on, but it's brief and is …
DEV LOG 6/26/21
Convinced myself not to take the day off. I told myself, oh, I will just work on some of the easy, mindless stuff. You know, change the decimal variables to round up so that the engine doesn't accidentally return decimals in game. Well, 2 hours later I'm done with that and I'm like, …
DEV LOG 6/26/21
Convinced myself not to take the day off. I told myself, oh, I will just work on some of the easy, mindless stuff. You know, change the decimal variables to round up so that the engine doesn't accidentally return decimals in game. Well, 2 hours later I'm done with that and I'm like, …
Today I rolled my game back by two days of work, luckily these logs can tell me some of what I can do to speed up my devving time the second time around.
Battle system seems to be glitch free at the moment, woo!
I got some events cleared up, I got the beta for the final bosses implemented. It feels l…
Today was going to be sort of a mental rest day for me. I was going to "let the chips out." However I found myself opening up the engine again anyway. I felt more ready for this today than I did yesterday.
I had set these resets and reward algorithms like, last week and somehow, even after looking a…
Worked on A.I. and battle algorithms for the final boss fight. Got a call about something from two jobs ago and dealt with that. Also had to deal with a spider appearing, not sure what kind it was but it looked like a recluse maybe. Overall, not the most productive day but I battled on and kept wor…
DEV LOG 6/20/21
So one thing I noticed today was that, all the time I originally spent at the start, adding the script/dialogue I wrote for all of the characters and NPC's? That was all done at the wrong time. I mean, it wasn't a "waste of time" exactly, but it didn't push the game towards a "…
DEVLOG 6/19/21
The bugs were really persistent today. I had to go in to every location and manually put in something to trigger text refreshing on the spot which ended up not even working even though it works in battles, which it didn't use to and I'm not sure why it started too. Secondary upg…
Today I was a bit lost at first. I had to do other stuff for the past couple of days so I was a little late on working on the game. However I managed to fix up a lot of battle stuff, get certain things right, test out a bunch of stuff, etc. Finding one bug took me over an hour, though. But once I f…
Today was a weird day for my development. There were some bugs that pushed me off course. There were things I hadn't noticed while implementing the events that I had to go back and fix. A lot of little things that are easy to miss but take a long time to adjust.
-Checked sales
-Added Gigabyte display…
Worked on story progression. I took the game out of "gold status" as I expanded one of the story events and then I also put it back to "gold status" as I strung the fleshed out event back together.
-Lethal battles now have to be unlocked by story progression (which was the plan in the first place)
-s…
Devlog 6/7/21
-Got battle transitions to and from the battle scene working properly.
-Fixed up all of the text in battles (I hope) except for some weird damage representations that claim twice the actual damage is being dealt for some reason.
-Made sure that the implant can be safely depleted and jui…
-Got some bugs out
-Edited some text
-fixed a couple things
-worked on getting all of the combat working properly.
My plan today was to get the economy worked out. Players don't level up through gaining experience, they buy all of their power ups. Players can buy upgrades for their weapons, armor, impl…