Summary: In which leaf-litter is dimmed; the changes to the player-light shader are propagated to the more-specific variants; the handling of "blob-lights" is slightly reworked; and a game-jam is entered
Greetings and salutations!
This week's screenshot shows an old view, re-captured under the new shaders:
The week just past was a bit of a short one as regarded my work on A Door to the Mists: on Friday I embarked on a weekend game-jam, part of a charity drive by gamedev.world in aid of devs left stranded by the Covid-19 measures. A little more on that at the end of the post, but first, the work done on A Door to the Mists:
Continue reading "Aesthetic Miscellany and a Game Jam" »
Monday, March 23. 2020
Colour and Lighting and Blood
Summary: In which aesthetic changes continue, in a variety of elements; the barrow-level's surrounding forest is improved (I feel); grass is brightened and greened; the prologue-pyramid is touched-up; the player-light is dimmed a bit in the near-ground; the enemy in level four sees AI and animation work; and a post-combat blood-pool is added to level four.
Greetings and salutations!
This week's screenshot shows revision to the lighting in sunlit scenes:
Once again I have a fair few images to show, and so intend to scatter them throughout this post!
The week just past continued to be one of aesthetic work, but with two other things done besides:
Continue reading "Colour and Lighting and Blood" »
Greetings and salutations!
This week's screenshot shows revision to the lighting in sunlit scenes:
Once again I have a fair few images to show, and so intend to scatter them throughout this post!
The week just past continued to be one of aesthetic work, but with two other things done besides:
Continue reading "Colour and Lighting and Blood" »
Monday, March 16. 2020
Shiny Things and Distant Trees
Summary: In which the sunlight shader sees further work; parts of the prologue's perimeter are updated in response to the shader-work; the barrow's surrounding forest is updated to fit the new aesthetics; inventory items likewise see aesthetic reworking; the sky is touched-up; and the removal of old shader-code produces a tricky--but solved!--problem.
Greetings and salutations!
This week's screenshot shows further work on the game's aesthetics:
Once again, I have a few such images to show, and so I'll scatter them throughout this post!
The week just past was pretty much entirely given to aesthetic work, or things related to it:
Continue reading "Shiny Things and Distant Trees" »
Greetings and salutations!
This week's screenshot shows further work on the game's aesthetics:
Once again, I have a few such images to show, and so I'll scatter them throughout this post!
The week just past was pretty much entirely given to aesthetic work, or things related to it:
Continue reading "Shiny Things and Distant Trees" »
Monday, March 9. 2020
Aesthetics under Lantern and Sun
Summary: In which further changes are made to the aesthetics of the player-light shaders; work is begun on changing the aesthetics of the sunlight shaders; some minor shininess changes are made; and some publisher research is done.
Greetings and salutations!
This week's screenshot shows further (possibly work-in-progress) changes to the game's aesthetics:
I have several such images to show, so I'll scatter them throughout the post!
The week just past was once again almost entirely given to such aesthetic work, with only one or two other things being done:
Continue reading "Aesthetics under Lantern and Sun" »
Greetings and salutations!
This week's screenshot shows further (possibly work-in-progress) changes to the game's aesthetics:
I have several such images to show, so I'll scatter them throughout the post!
The week just past was once again almost entirely given to such aesthetic work, with only one or two other things being done:
Continue reading "Aesthetics under Lantern and Sun" »
Monday, March 2. 2020
Culling the To-Do List
Summary: In which aesthetic work continues; the game's to-do list is attended to; some tutorialisation is addressed; the jigsaw minigame gets an internal reworking; the jigsaw minigame's accessibility option is changed; and the environment, logic, and writing for level four is (hopefully) complete.
Greetings and salutations!
This week's screenshot shows a change in the functionality of the "jigsaw" minigame, as depicted in its editor:
The week just past was primarily a week of addressing issues:
Continue reading "Culling the To-Do List" »
Greetings and salutations!
This week's screenshot shows a change in the functionality of the "jigsaw" minigame, as depicted in its editor:
The week just past was primarily a week of addressing issues:
Continue reading "Culling the To-Do List" »
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