Greetings and salutations!
I really do think that this new schedule of posting on Mondays is a good idea: I do seem to find it easier to put off development for a little while than to stop, especially given that this is a passion project. Put another way, it seems to be easier to sit down and write a blog post before I start working than to stop working in order to do so.
As per usual, here is this week's screenshot, showing both the new player model (well, from behind, at least), and an effect of the changes to the combat mechanic:
Continue reading "When Does an Attack Land?" »
Monday, April 18. 2016
The Protagonist in Alabaster, and a Change in Schedule
Greetings!
So... Late again. First of all, my apologies for this. Second, I've decided to try a change in schedule: I now intend to post on Mondays, rather than Saturdays.
This week's screenshots show two things: first, the combat "world" with my current approach to lighting, and second, the work-in-progress protagonist model. (The latter was taken in Blender rather than within the game.)
Continue reading "The Protagonist in Alabaster, and a Change in..." »
So... Late again. First of all, my apologies for this. Second, I've decided to try a change in schedule: I now intend to post on Mondays, rather than Saturdays.
This week's screenshots show two things: first, the combat "world" with my current approach to lighting, and second, the work-in-progress protagonist model. (The latter was taken in Blender rather than within the game.)
Combat!
(The blue lines beneath the health indicators show each combatant's stamina--but that's a topic for another time!)
The player-character shown here is just a stand-in, a model that I already had available.
(The blue lines beneath the health indicators show each combatant's stamina--but that's a topic for another time!)
The player-character shown here is just a stand-in, a model that I already had available.
A work-in-progress shot of the protagonist model, taken from within Blender.
She's not really that white; her alabaster colouring here comes simply from the fact that, her hair aside, she hasn't yet been textured.
She's not really that white; her alabaster colouring here comes simply from the fact that, her hair aside, she hasn't yet been textured.
Continue reading "The Protagonist in Alabaster, and a Change in..." »
Tuesday, April 5. 2016
UI Done! (For Now)
Greetings all!
Well, I'm late again--my apologies for that! On the plus side, I believe that I have just completed this sweep of UI-work! That doesn't mean that everything is complete, please note: the main menu has yet to be themed, and I intend to deal with each minigame as they become relevant, for two examples. I also want to consider setting a font for the majority of the text (as opposed to simply using the available default, as I currently am). Nevertheless, that's fair bit of UI-work complete, I believe.
For this week's screenshots, here are two shots of the in-game "collection" UI, specifically the inventory and the physical collection. (The sword depicted in the latter is just there for the sake of having something to show--I don't yet have any actual collectables in the game.)
Continue reading "UI Done! (For Now)" »
Well, I'm late again--my apologies for that! On the plus side, I believe that I have just completed this sweep of UI-work! That doesn't mean that everything is complete, please note: the main menu has yet to be themed, and I intend to deal with each minigame as they become relevant, for two examples. I also want to consider setting a font for the majority of the text (as opposed to simply using the available default, as I currently am). Nevertheless, that's fair bit of UI-work complete, I believe.
For this week's screenshots, here are two shots of the in-game "collection" UI, specifically the inventory and the physical collection. (The sword depicted in the latter is just there for the sake of having something to show--I don't yet have any actual collectables in the game.)
The inventory. I don't yet know how many inventory items are going to be available, so the size and initial number of the inventory slots may change. The inventory shown above isn't limited to just three items--it should automatically expand as new items are acquired.
The physical collection. When an item is selected, it's shown at larger scale on the right, where it can be rotated via the mouse. As mentioned above, the sword shown here is being used simply for demonstration purposes.
Continue reading "UI Done! (For Now)" »
(Page 1 of 1, totaling 3 entries)