Summary: In which prefabs are done; prefabs aren't as easy as I'd hoped; Blender-scripts prove very useful; ladders may be placed in Blender; blob-light purviews are improved; stepping off of ledges is addressed; and the resolution drop-down is better populated.
Greetings and salutations!
For this week's screenshot, support for adding ladders in Blender--on the left, a view in Blender; on the right, a view of the same in the game:
The week just past was primarily dedicated to work on the second level, or work related to level-building, with a few excursions into other matters. Let me elaborate:
Summary: In which I try to figure out how to design and build level two; level -prefabs and -props are made; the sky sees some updates; and a feature from one shader is copied into another.
Greetings and salutations!
This week, I have two things to show by screenshot or gif. First, some changes to the sky-shader; and second, various prefabs and props that I've been working on for use in building level two:
Summary: In which the demo makes incremental progress; work on building level two is begun; there are uncertainties as to how to go about this; a shader is experimented with; and climbing bugs are fixed.
Greetings and salutations!
This week's screenshots show some early steps in building level two:
The week just past was a moderate one, I feel, with a number of things being done:
Summary: In which performance gains are made; file-paths are a nuisance; climbing is slightly improved; and crouched footsteps are played.
Greetings and salutations!
Once again, this week has no screenshot, I'm afraid--while a number of things were done, they generally didn't produce changes that would be well-served by a screenshot, I feel.
(As I believe that I've mentioned before, I don't know that A Door to the Mists will be translated. However, I want the functionality to be available should translation become feasible.)
The week just past was rather more productive than the one before, I do think!
Summary: In which progress in demo-building is made; the performance of a specific interaction is improved; and the question of funding is considered.
Greetings and salutations!
For once, this week I have no screenshot, I'm afraid: the week just past was a very slow one, I fear, and while some things did get done, they tended towards non-visual changes.
Summary: In which work on the demo continues; contact -info and -buttons are added; the credits/legal screen is updated; new (stand-in) menu-music is selected; a short-story e-book is made; crowdfunding is investigated--and found (perhaps) problematic; and seeking a publisher is contemplated.
Greetings and salutations!
For this week's screenshot, a look not at something from the game, but at something adjacent to the game: the cover to a PDF e-book containing a short story that takes place in the same setting.
The week just past was a bit of a slow one again. But nevertheless, a few things did get done:
Summary: In which music is found; a cutscene is scored; sounds are added; conversations support voicing; the font-search ends; climbing is polished; inventory items may be lost (intentionally); an object is moved; and most bugs are small.
Greetings and salutations!
For this week's "screenshot", another video--this time of the intro. cutscene, now with (possibly stand-in) music:
The week just past was full of a variety of tasks. The main ones were perhaps those related to music, but there were a few others that are perhaps worth mentioning, too:
Summary: In which music and fonts are sought; only one of the former succeeds; music-logic is updated; "stuns" gain some "impact"; sound-effects are improved; and a visual effect isn't done yet.
Greetings and salutations!
For this week's screenshot, a gif showing some new effects that accompany attacks that "stun" the player in combat:
New effects for attacks that "stun" the player: white spikes from the sides, and a brief "zoom-pulse".
Summary: In which a trailer is revealed; the website is updated; a press-kit is added; music is sought out; and a bunch of bugs are fixed.
Greetings and salutations!
To start with, in place of a screenshot this week, I present to you a trailer! This is still an early trailer, but it's nevertheless intended to be my first "real" one--something that might be used for promotional purposes.
The trailer above is the short version; an extended version--which makes use of a bit more of the trailer-music and shows a bit more gameplay--should be linked-to in both its description and end-of-video annotations, I believe.
The week just past saw a start to marketing proper, I suppose--as well as a continued search for music, and a fair bit of bug-fixing. Let me elaborate: