Jump to content
  • Advertisement

Iridescent Waves

Member
  • Content Count

    19
  • Joined

  • Last visited

Community Reputation

19 Neutral

About Iridescent Waves

  • Rank
    Member

Personal Information

Social

  • Twitter
    @iridescentwavs

Recent Profile Visitors

1696 profile views
  1. Iridescent Waves

    Choconoa

  2. Iridescent Waves

    Choconoa Devlog #11

    Thanks!
  3. Iridescent Waves

    Choconoa Devlog #11

    Added a speed effect when sliding. Improved branch system. Enemies now die with smoke particles to avoid walking through them. CURRENT STATUS GAME DESIGN DONE PROGRAMMING DONE LEVEL DESIGN / BUILDING JUST STARTED ENVIRONMENT ART JUST STARTED CHARACTERS DESIGN / ANIMATION JUST STARTED INTRO / OUTRO TO DO SOUND DESIGN JUST STARTED MUSIC TO DO TEST / OPTIMIZATION TO DO
  4. Iridescent Waves

    Choconoa Devlog #10

    Not sure if I understood your question correctly but I code with Unreal Engine blueprint.
  5. Iridescent Waves

    Choconoa Devlog #10

    Last two months, I've worked on improving my code. I also added new gameplay elements and did a new system to create the levels faster and more efficiently. Not a lot to show right now but the next updates will be more interesting for this devlog.
  6. Iridescent Waves

    Choconoa Devlog #9

    I didn't plan to work on it last week but I took the time to improve the characters topology, textures and animations.
  7. Iridescent Waves

    Choconoa Devlog #8

    Worked on holes with landscape visibility masks, vertex offset and dithering for smooth transitions. Also added a tiny chef playing around in the world. Added confettis for checkpoint. We also worked on improving our materials (layers, parameters, reusability, optimisation).
  8. Iridescent Waves

    Choconoa Devlog #7

    This week we're working on animations, textures and particles.
  9. Iridescent Waves

    Choconoa Devlog #6

    Main characters concept art and rough in-game setup.
  10. Iridescent Waves

    Choconoa Devlog #5

    There will be different difficulties. This first ("tuto") level however requires you to validate the basic skill and both paths needs to be similar. But in more complex levels and when you already master the game mechanisms, there will be an easy path and a more "risk/reward" one.
  11. Iridescent Waves

    Choconoa Devlog #5

    This week we analyse our level design practices in a very practical way. Also we make sure the flow is consistent and intuitive. The challenge here is to create organic levels (non grid-based levels), and make sure that the distances are correct etc.. On this picture below, you can see how we balance the safe zone and the threat zone, how we place the rewards, how we force you to learn the basics before progressing further etc.. This gif gives you an idea of the flow and how we make it as smooth as possible for the player. Grayboxing the levels requires to remove all deco, foliage etc.. Using a simple color code is very useful. The red is the threat, the blue and yellow are used for navigation.. In this step, we are blocking all the collisions. that way when we will assemble the art and details all together, the collisions will remain unchanged.
  12. Iridescent Waves

    Choconoa Devlog #1

    Thanks! The code and level design are almost done. But we still need to do all the art and animations.
  13. Iridescent Waves

    Choconoa Devlog #4

    A quick summary of last week additions: (It's all about code - we didn't work on art and layout yet) - added a checkpoint system - added completion rules - added levelstats - fixing autosaves code - plenty of bug fixes
  14. Iridescent Waves

    Choconoa Devlog #3

    Most of the levels use "on rails camera" with alternative paths. So we did the code for that. The path is the red curve: The player will automatically follows the closest path relative to his world location: Another feature we implemented is a jump boost at the end of the sliders. If you jump slightly before the end (before the player jumps automatically), you jump higher. This features is an extra layer of challenge. We worked on a lot of code fixes and features to keep the levels flow interesting and dynamic. We still have some minor adjustments to make on those systems but most of the work is done.
  15. Iridescent Waves

    Choconoa Devlog #2

    Last week we made a draft design document to visualize the global structure of the game. Because the levels are linear with a lot of verticality and the camera free, we are trying to find a good solution for the boundaries. Of course it will be heavily filled with environments deco but we want don't want to spend a lot of time making sure there are no holes! And we don't want invisible walls which are not obvious. So I tried with a depth-faded (using depth fade for the intersection between the wall and the other objects, and a camera depth fade) magic wall like this:Now the chantilly path automatically conform to the ground:As much as possible we try to save time by creating tools like this:
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!