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Weblog publish (twenty fifth of April, 2022) Making use of Some Polish
Abstract: By which the Ossuary Moon good points skirting; the looks of the Vertical Slice Moon is additional developed; a number of visible components are polished; new map-icons are added; game-selection is applied; the principle menu good points some textual content; credit and authorized notices are compiled and made out there; and the race is tweaked.
Greetings and salutations!
This week’s screenshot reveals a tweak to the looks of the Ossuary Moon: the bases of partitions and pillars now finish in a somewhat much less rectilinear vogue!

The week simply previous was, in some methods, a “polish” week: Per week primarily of the implementation of ancillary performance, of tweaks to appearances, and of varied enhancements of 1 type or one other:
As proven above, the Ossuary Moon now has partitions and pillars that do not finish in easy straight traces. That is achieved just by the addition of a strip of “skirting”, utilizing a brand new texture made within the week simply previous.
And certainly, I believe that it improves the texture of the atmosphere!
Likewise, I continued within the week simply previous with the appear and feel of the Vertical Slice Moon. Particularly, the partitions there too now have skirting, and the pillars have been reworked:

Moreover, within the week simply previous I labored to shine varied components of the visuals: tweaking sure results, enhancing the rendering of map- and inventory- icons, touching up the automated outlining, and enhancing the dealing with of player-trails when crossing room-boundaries.
I additionally added just a few map-icons that have been but missing–specifically, icons for health-upgrades, ship-skins, and the one remaining boss that I intend for the vertical slice.
On the UI facet, maybe probably the most salient change is the addition of a brand new menu:
When the participant presses the “Begin a New Recreation” button, usually this merely takes them into Moons in Crystal itself, naturally.
Nonetheless, the sport is designed (hopefully) to assist DLC adventures–which prompts the query of the way to enable the participant to begin one such, ought to they’ve it.
Therefore this new menu: When just one journey is current, the sport begins as described above: clicking on the “Begin a New Recreation” button simply begins no matter is out there (presumably the principle sport). Nonetheless, when multiple is current, the brand new menu is proven first, giving the participant the selection of which to start.

Additionally proven within the screenshot above is a minor change made within the week simply previous: The addition of a byline, engine-credit, and version-number on the backside of the principle menu.
And yet another new menu was added, this one somewhat less complicated: There’s now a “credit/authorized” display screen, which reveals a primary scrollable text-view. That view holds a textual content compiled within the week simply previous, together with my very own copyright claims and disclaimers, in addition to the varied credit and license -texts/-references known as for by the varied third-party components that I take advantage of (e.g. music).
(The button for this “credit/authorized” display screen can be seen within the screenshot above, by the way in which.)
In compiling the textual content for the above, I found that just a few of the items of music that I used to be utilizing had licenses that have been maybe problematic. (Some might have been okay, however I most popular to play it protected.) So, within the week simply previous I spent a while changing these few.
On the gameplay facet, I discussed in final week’s weblog publish, I imagine, that I had just a few touch-ups in thoughts for the race. And within the week simply previous I did certainly implement some modifications: briefly, the race now ends solely when all racers have crossed the finish-line, and the beginning set off has been moved and diminished (thus permitting the participant to cross with out beginning the race).

And, nicely, there have been various tweaks, fixes, and modifications enacted within the week simply previous that do not appear price detailing right here!
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Hahah, one other distinction between us as gamers, it appears: I want it the opposite means round!
That’s, I need to really feel, after I get a sport, that I’ve the complete sport; that I am not lacking out on content material within the present journey if I do not get the DLC.
Plus, having separate adventures implies that every can have separate skills, weapons, and gadgets, with out my having to take DLC skills, and so on. into consideration when engaged on the principle sport.
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Weblog publish (2nd of Could, 2022) Codex Entry
Abstract: By which an merchandise good points correct artwork; the UI for item-enumeration is about in place; enumerated gadgets are given higher limits; the codex fills out; and a few additional effects-polish is enacted.
Greetings and salutations!
This week’s screenshot reveals a revision to the looks of the Rune of Energy merchandise:

The week simply previous was, for probably the most half, a visible one, albeit with just a few different issues being performed apart from:
As proven above, the Rune of Energy lastly has a correct in-game picture! And certainly, I am somewhat happier with it than I used to be with my earlier draft. ^_^
Additional, I’ve likewise made a correct utility-icon for it, to be proven within the UI:

That stated, I’ll confess to an nervousness: sometimes–and certainly on this case–when designing a rune or suchlike I fear that I’ve stumbled upon an extant symbol–and worse, an untoward one.
So let me attraction: if I’ve performed so right here, please let me know in order that I’d change it! ^^;
(I’ve tried some trying to find comparable pictures, however have up to now discovered none.)
Now, you might notice within the previous screenshot a bit little bit of UI poking via on the bottom–a small curve that wasn’t beforehand current. That is the highest of a brand new UI component, a spot during which to show the variety of gadgets held within the case of enumerated gadgets (these presently being the runes of energy and well being gems).
Beforehand, this quantity was merely displayed over the principle icon, which wasn’t excellent for readability. So, within the week simply previous I set about lastly displaying it correctly.
And… This proved to be a little bit of a problem, as I recall! I went via various iterations, none of which I used to be proud of.
In the long run, I went with one thing pretty easy and pretty small: a bit circle that seems when an enumerated merchandise is chosen, under and to the left of the principle icon. And with this I imagine that I’m comfortable. ^_^

This specific UI selection was partially supported by one other change made within the week simply previous: Enumerated gadgets might now have a most depend utilized to them, and certainly, such a most has been instated for each the runes of energy and well being gems.
Other than permitting for a smaller UI footprint, this, I hope, will encourage gamers to make use of their gadgets, and discourage them from grinding for gadgets.
Shifting from the UI to content material, within the week simply previous I set about filling within the codex.
Initially of this, I considerably alternated between portray icons and writing entries, however finally I settled into finishing the icon set.
And certainly, I imagine that I’ve all however one of many present set performed!
I do not need to present all of those icons proper now–but right here under is a redacted view, displaying at the least a few of them:

And in engaged on the codex, I discovered that various components did not but present entries (enemies specifically, if I recall appropriately). Additional, various components of logic turned out to need for transforming or filling in. This stuff, then, I believe that I’ve now largely performed!
(As I additionally tweaked which issues do the truth is present codex entries.)
That stated, how in depth the codex already is, I’m now considering that I’d need to break it up into sections! ^^;
Shifting to issues of gameplay, within the week simply previous I did some additional effect-polish: The binding potential gained a set of straightforward results that seem on a failed try, in addition to some polish to its extant results. As well as, I could have a begin to a brand new component for the consequences utilized by the teleportation potential.
And as per common, there have been tweaks, modifications, and fixes enacted within the week simply previous that do not appear price detailing right here!
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (ninth of Could, 2022) Non-compulsory Adjustments
Abstract: By which writing is completed for the codex; the variety of codex-entries is diminished; the liche good points a brand new impact on demise; the consequences and camera-work for teleportation are reworked or polished; new accessibility choices are added; and a few video choices are applied.
Greetings and salutations!
This week’s screenshot reveals some new accessibility choices:

The week simply previous was a kind of “miscellany” weeks: Per week during which various completely different points of the sport noticed work:
I discussed in final week’s blog-post, I imagine, that I had begun filling out the codex. Effectively, within the week simply previous I each did extra of that–and really diminished the codex!
Relating to the previous, within the week simply previous I sat down and wrote or edited various entries for the codex. I’ve just a few but to be written–those for the moons, particularly, I think–but I believe that I’ve at the least a draft of the bulk!
Nonetheless, I additionally realised that I had some issues, if I recall appropriately:
For one, I needed codex-entries for NPCs to be discovered throughout the world–but this made much less sense for artefacts and upgrades, producing an inconsistency within the gaining of entries. For an additional, I needed to have an impact and title be displayed on gaining a codex-entry–but within the case of artefacts and upgrades, these clashed with the consequences and titles already related to these. And at last (that I recall), there did not appear to be a lot to say in a codex-entry in regards to the upgrades, particularly.
So, in the long run, I took the choice to chop the codex-entries for artefacts and upgrades. (With a number of the writing already performed for them being transferred to at least one diploma or one other to related NPC-entries.)
And with that performed, I applied the show of an impact and a title on gaining a codex-entry.
Talking of results, within the week simply previous I added two new ones:
First is an easy impact added to the “demise” sequence of the liche: the undead sorcerer’s soul can now be seen passing on after their demise, a black shade that reaches out to understand on the residing world–but in useless.
And second is a transforming of the consequences used for teleportation: Now a “tear” seems at each the supply place and the vacation spot, quickly shrinking as the material of the world mends. Moreover, the “rings of sunshine” impact already in place has been polished.
As well as, in teleportation the digital camera now interprets from the supply place to the vacation spot, offering a smoother segue than the rapid skip that was beforehand used.

As the primary screenshot above reveals, I additionally did some work on the sport’s choices within the week simply previous.
Beforehand, I had solely two gameplay choices: sliders for every of “sport pace” and a controller “dead-zone”.
Now there are two extra: accessibility choices that enable the participant to halve the well being of 1 or each of normal NPCs and executives.
(Additionally seen in that screenshot is a revision to the looks of the “reset” buttons utilized by sliders, in addition to some modifications within the spacing of the choices.)
Not seen in that screenshot is {that a} new web page has been added, this one for video choices.
Particularly, this web page presently holds two choices: one by which the participant can choose a window-size, and one that permits the participant to toggle to and from full-screen. (Each of those have been taken largely from their implementations in A Door to the Mists.)

And at last, various issues have been performed within the week simply previous that do not appear price detailing right here: a discount to the in-game measurement of artefacts; some reworked map-icons; and extra apart from!
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (sixteenth of Could, 2022) A Tutorial Moon
Abstract: By which a UI bug is mounted; weapon-icons are reversed; a UI is reorganised; enemies might respawn–but usually not as they as soon as have been; an autosave is put in place; some writing is completed; a begin is made to level-building; an outdated enemy returns; and a few new points are found.
Greetings and salutations!
This week’s screenshot reveals the return of an outdated foe, now with a brand new coat of paint!

The week simply previous was one other little bit of a miscellany–but maybe most notably included a push into content-creation:
On the UI facet, for a while I’ve had a bug that prevented gamers from typing into text-boxes (akin to when naming a save-game) whereas utilizing non-mouse menu-navigation. Within the week simply previous I imagine that I mounted this challenge!
Maybe extra saliently, nevertheless, within the week simply previous I re-ordered a few of my UI components!
For one, the weapon-icons in the principle game-view at the moment are ordered in the other way (top-to-bottom as a substitute of bottom-to-top). This leads to their matching the ordering used within the standing display screen, and thus makes for a more-consistent presentation.
However bigger than that is the change to the save-load menu: it has been fully overhauled, with wider save-buttons and repositioning of each the screenshot-view and the control-buttons. All of this with the intention of permitting more room on the save-buttons for lengthy file-names.

And that in flip prompted by the truth that I’ve applied a more-useful strategy to producing default names for saves:

Shifting to the gameplay facet, I’ve eventually applied enemy respawning!
Now, in some metroidvanias enemies merely respawn as they have been first encountered: if on first entry to a room you encounter an enemy, with subsequent respawns you may once more encounter that very same enemy in that very same spot. (Barring modifications to world-state.)
However I do not need that in Moons in Crystal: I would like, I believe, for the participant to have a higher sense of getting an influence on the world, and of creating it at the least a bit safer.
So, I’ve thus as a substitute applied a system beneath which respawns draw from an elective secondary set of spawners, and choose randomly from these. The thought is that these will supply lighter and more-varying opposition to the player–and certainly, will more-often embody innocent “wildlife”.
(And the system that I’ve in place must also enable me to alter which secondary set a given room attracts from, permitting for modifications to the state of the world.)
All of this did, nevertheless, name for some modifications and fixes to my dealing with of spawning, and of saving-and-loading.
Remaining with gameplay issues, within the week simply previous I additionally instated an autosave on exiting a serious location (akin to a moon).
As to content material creation, within the week simply previous I did a little bit of writing, including for instance drafts of codex-entries for varied moons, if I recall appropriately.
And with all the above performed, and my to-do listing thus trying somewhat lighter, I took a step eventually into the level-building section correct. Particularly, I’ve begun work on a small “Vertical Slice Tutorial Moon”–a location during which to offer a tutorial for gamers simply beginning out within the vertical slice.
(I would like this to be separate from the previously-shown “Vertical Slice Moon” as a result of I do not need new gamers to have entry to the issues contained there from the very begin.)


And it is for this location that I’ve introduced again the worm proven within the first screenshot of this publish: an outdated enemy left fallow because the Treasure Hoard Moon was lower, now discovering new use as a starter enemy. With, admittedly, some modifications to each behaviour and look.
That stated, creating this location has–not totally unexpectedly, I believe–uncovered some lurking points, issues that I really feel need for fixing earlier than I transfer ahead. For a few of these I believe that I could have solutions (or certainly, one reply that–somewhat literally–covers a number of points), whereas for others extra investigation could also be known as for.
And naturally, within the week simply previous I enacted varied tweaks, fixes, and modifications that do not appear price detailing right here!
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (twenty third of Could, 2022) Shedding Some Mild
Abstract: By which level-building continues; tutorial-messages are added; “blockages” are made; room-hiding is reworked; a door is thickened; lighting is applied; and efficiency optimisations are sought and enacted.
Greetings and salutations!
This week’s screenshot reveals one other addition to the aesthetics of the sport: lighting! (In addition to some tutorial-text.)

The work of the week simply previous was maybe given primarily to points raised by level-building, with some precise level-building and different issues performed apart from:
To begin with, I did enact some level-building within the week simply past–indeed, I believe that I’ve the performance and format of the Vertical Slice Tutorial Moon full!
This itself concerned the implementation of two new options: Tutorials, and “blockages”.
The tutorials in query are easy issues: popups that seem when the participant is inside sure rooms, every sized to its textual content.
Talking of which, I believe that I’ve stated textual content roughly complete–although I’d add yet another entry within the remaining room of the tutorial.

“Blockages” are likewise pretty easy: they’re primarily “doorways” of a kind (though not descended from the precise “Door” class), being objects which will management whether or not two rooms are linked. Nonetheless, in contrast to precise doorways, or breakable partitions, these will not be “rooted”, and so will be moved by way of the participant’s “seize” metroidvania-upgrade.

As to the aforementioned points raised in level-building, a kind of was the matter of hiding rooms once they’re separated from the participant.
Till the week simply previous, this was performed by fading the room itself to black–a easy expedient that had appeared to work.
Nonetheless, in constructing a correct degree during which this impact was seen, I discovered that it did not work in addition to I would hoped: the cut-off between hidden and visual rooms was too sharp. (And there might have been another unpleasant artefacts; I overlook.)
So, within the week simply previous I changed that system with a variation of a earlier one: now every room (optionally) has “cowl” geometry, which will be light -in and -out to cover stated room. And since these covers are separate geometry, they are often made to overlap adjoining rooms and given semi-transparent borders, permitting for a softer transition between a hidden room and an adjoining seen one.
However this strategy did incur an issue of its personal: the doorways of the Ossuary Moon have been too skinny. With the gentle transition positioned over them they’d be all too enormously lined.
Thus I reworked the Ossuary’s doorways to be wider–and, I believe, a bit cooler:

One other challenge that I found in level-building was that ranges may find yourself trying a bit flat; a bit uninteresting. Even, I suspected, as soon as extra ornament was put in place.
After some thought, I settled on the thought of including lighting to my ranges, within the hopes of including a little bit of depth and variation of their appearances.
These lights are pretty easy issues: as much as sixteen circles of illumination, every with a measurement, an depth, and a “softness”. (Though I could but add color.)
What’s more–and with assistance from somebody on GameDev.net–these lights don’t accumulate independently. As a substitute, they merge collectively into blobby “plenty” of sunshine, creating an impact that is a bit extra stylised, and with a bit extra “kind”, than is perhaps had with impartial lights.
The consequence, then, must be seen within the first screenshot above!
On the technical facet, yet another challenge that I had found was that efficiency dropped fairly considerably round a cluster of enemies within the Vertical Slice Tutorial Moon.
So, within the week simply previous I got down to enhance issues. Offhand, I recall that I applied shader-based skinning, and that I adjusted the dealing with of results by projectiles.
And certainly, these items helped! The frame-rate does nonetheless drop greater than I would like–but noticeably lower than it did, I do imagine.
And naturally, there have been varied tweaks, fixes, and modifications that do not appear price detailing right here!
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (thirtieth of Could, 2022) Touching the Aethereal
Abstract: By which a brand new metroidvania-ability is applied.
Greetings and salutations!
This week’s screenshot reveals the impact of a brand new metroidvania potential:

And certainly, that new potential was, I believe, the principle work of the week simply previous, albeit with another issues performed apart from:
The brand new potential in query is–for the second at least–called “The Eye of the Aether”. In brief, it permits the player-character to dip into the aethereal at their present location–and thus to disclose some issues and vanish others. In some circumstances this solely reveals an impression of a previous occasion; in different circumstances, it modifications the world round, and the paths out there via it.
And I’ve at the least one use in thoughts in the direction of the total sport that might take the latter even additional…
The presence of such unseen components is presently sign-posted by a localised mist.
Really creating this characteristic did show a bit difficult, as I recall, and concerned a little bit of iteration:
Initially, I envisaged the power as working by space of impact: when activated, it will make related objects seem or disappear inside a sure radius of the participant. And certainly, I applied this and had it largely working, I believe.
However I realised that it offered an issue: if the participant revealed solely a part of an aethereal construction, they might doubtlessly discover themselves coping with a damaged room–and certainly, one that may then enable them to flee the confines of the extent.
So, after some thought, I modified my strategy: Now aether-related buildings are dealt with as indivisible items, which means that when acted upon the complete construction is affected.
Additional, such objects at the moment are detected by way of set off somewhat than distance: aether-related objects every have a set off that alerts the power to their presence, and on the power’s activation, all current objects are then affected.

And as soon as once more, quite a lot of issues have been performed that do not appear price detailing here–collision for dragged objects; some level-building; just a few extra bits of tutorialisation; bug-fixes; and so forth!
However earlier than I conclude this blog-post, let me share yet another gif–this one displaying a check of a post-process impact that I applied within the week simply previous. The impact was subsequently eliminated, however I just like the gif nicely sufficient to need to share it anyway:

That, then, is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (sixth of June, 2022) Lighting and Seems
Abstract: By which an editor is made for the aim of lighting; a shader is up to date; one other shader good points some variation; the appearances of two ranges see work, as does their moon-exterior; the interplay icon is modified in look and placement; an NPC is being modelled; and sure enemies might search mana.
Greetings and salutations!
This week’s screenshot reveals just a few modifications within the tutorial degree: some decor, some lighting, and a few variation within the tiled flooring:

The week simply previous was maybe one largely given to issues of look, with just a few different issues performed apart from:
Maybe the largest a part of this, each in salience and time spent within the week simply previous, was the creation of a brand new software: an editor for the lighting of ranges.
You see, up till the week simply previous, I had included lighting in my normal level-building workflow inside Blender. Nonetheless, this offered an issue: as I did not have my shaders in Blender, I could not see what I used to be doing. I may use a visualisation to see the vary of my lights, however not their ranges of softness, or their intensities, or how they merged together–or, general, how they affected the looks of the extent.
So, after some deliberation, I made a decision to make a easy editor for the aim.
This editor, now applied, permits me to load a degree; set the extent’s ambient lighting; and by way of the mouse and keyboard place, edit, and delete my lights. And, mixed with some supporting modifications to the dealing with of lights inside rooms and ambient lighting inside ranges, this new strategy appears to work properly!

Right here under it’s best to see a gif displaying the general workflow throughout the editor. It is from an earlier iteration than the current–note the completely different UI and light-markers–but it ought to nonetheless offer you and thought of how enhancing with this software works:

And concomitantly, I additionally added assist for lighting to a shader that lacked it.
Talking of shaders, the usual location-shader was up to date a bit within the week simply previous.
You see, I had been wrestling on-and-off with the truth that easy tiles, considered top-down, can really feel a bit over-uniform, and thus not very attention-grabbing.
Decor helped somewhat–but a lot of that was positioned across the edges of the varied rooms. I did experiment with including hand-made cracks and chips to the flooring, however this regarded to me to be overly painstaking.
However the inspiration got here to me to implement some variation within the underlying shader–to add some information to my tiles, and to have the shader interpret this information in a means that might produce a more-varied look.
In brief, the tile-image now has a further layer of values packed into its “alpha” (i.e. transparency/opacity) channel. These values are then in comparison with a noise-value that was already being learn by the shader. Because the noise-value modifications, primarily, so too does the worth at which a tile is modified, and the style during which it modifications.
And I do suppose that it somewhat helps!
All the issues talked about up to now contributed in the direction of work on the general look of the tutorial degree. You may see a lot of this within the first screenshot above, however let me publish yet another screenshot, displaying all of lighting, decor, and tile-variation:

Likewise, work was performed on the outside look of the moon, each its in-space texture and, extra so, the look of its “floor” degree.

Remaining with visuals however shifting away from the moon itself, within the week simply previous I additionally touched up the sport’s “interplay” icon. Particularly, I up to date its look, and switched it from showing over the topic of interplay to showing over the participant:

And final of the visible issues that I intend to report on this blog-post, I made a begin on the looks of an NPC who’s encountered within the tutorial degree.
However not all work of the week simply previous was visible in nature: I additionally made a change to the behaviour and talents of the “Deceived Acolyte” and “Deceived Cultist” enemies: They’ll now draw energy from the mana crystals that the participant can create, changing into extra harmful for the transient lifespan of a crystal. (Simply as was already true of the participant.)

And naturally there have been varied different tweaks, fixes, and modifications that do not appear price detailing right here!
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (thirteenth of June, 2022) Participating With NPCs
Abstract: By which a brand is revealed; sure collisions are much less “bodily”; an NPC is labored on; a viewing-angle is modified; a degree good points a minor change; and an organization is registered.
Greetings and salutations!
This week’s screenshot is prompted by recommendation given to me within the week simply previous, recommendation that it’d really be higher to have my brand out sooner somewhat than later.
So then, let me eventually current the sport’s predominant menu in full–the title-logo eventually unredacted!

The week simply previous was considerably of a miscellany-week: per week of technical tweaking, of gameplay work, of level-editing, and extra:
On the gameplay facet, I made a change to the style during which collisions between the participant and NPCs are dealt with:
Beforehand, the game-engine was instructed to deal with such collisions as between stable objects–in quick, to forestall their intersection, pushing the participant “out of” the NPC.
Nonetheless, whereas efficient, this incurred some issues: For one, a mob of enemies surrounding the participant may produce juddering–presumably because the collision system shunted the participant quickly backwards and forwards. And for another–and extra worrisome–enemies may doubtlessly push the participant up towards a wall–and trigger them to “come out” to the opposite facet of stated wall!
So, I reworked issues a bit: now the one impact of a collision between the participant and an NPC is to arrest the participant’s velocity within the route of stated NPC.
The result’s that NPCs can nonetheless current “bodily” obstacles to the participant, and a mob surrounding the participant continues to be fairly a hazard–but NPCs can not “push” the participant, thus eradicating each the juddering and the wall-popping. Additional, the participant can, it appears, now drive their means via such mobs–which really feels fairly applicable.
In brief, the participant’s collisions with NPCs now each really feel higher and are extra secure!
On the level-building facet, within the week simply previous I set about to work in earnest on the NPC who’s encountered within the tutorial degree. Certainly, I’ve now completed (I believe) their modelling and texturing; the animation of stated mannequin; and the scripting of their in-game logic. Additional, work has been performed on the portrait for his or her encounter–although that final isn’t but performed.

Chances are you’ll discover within the gif above that the character is offered at a better angle than different humaniform NPCs have beforehand been offered at. It is because within the week simply previous I made a decision to alter that angle: the place beforehand NPCs have been by default proven at an angle of sixty-five levels, now they’re by default proven at an angle of forty-five levels.
Whereas this does obscure their options greater than was beforehand the case, I nonetheless suppose that it really works higher general.

Because the the tutorial degree itself, it noticed solely minor modifications within the week simply past–perhaps most notably, a small extension to at least one particular–and out-of-the-way–section.
On the “enterprise” facet of issues, within the week simply previous I sought out some advice–the similar recommendation that led to the revelation of the sport’s brand, above. And, on that recommendation, I’ve now, formally, began an organization for my works! Issues are nonetheless considerably nascent on this matter–but I hope to quickly announce it correctly! ^_^
And as per common, there have been tweaks, modifications, and fixes enacted within the week simply previous that do not appear price detailing right here!
That, then, is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (twentieth of June, 2022) New Issues
Abstract: By which ranges acquire lighting and tweaks; a brand new degree is added to the Vertical Slice Moon; a tutorial encounter is accomplished; the ambient lighting of moon-backgrounds is modified; the lighting editor is enhanced; a brand new Twitter account is made; and a brand new firm brand is designed.
Greetings and salutations!
This week’s screenshot reveals a revision to an extant a part of the Vertical Slice Moon: Particularly, that the “Corridor of Traps” degree now has lighting, in addition to a little bit of decor!

The week simply previous was primarily certainly one of content-building, I imagine, with just a few different issues performed apart from:
As proven above, the degrees of the Vertical Slice Moon have been addressed within the week simply past–and not solely the Corridor of Traps: the Corridor of Entry and Corridor of Stream likewise gained lighting; a brand new (if small) “Corridor of Artefacts” was begun, together with geometry, lighting, and the beginning of an encounter; and all however one corridor noticed miscellaneous tweaks!


The Tutorial Moon likewise noticed work, each in ending off its NPC–specifically, the character’s encounter, in all of textual content, picture, and a little bit of coding–and in varied tweaks and modifications.
A more-general alteration made within the week simply previous is that the backdrops of moons now at all times have full ambient lighting. Whereas a trifle limiting, this circumvents a problem that I encountered with making use of lights to such areas.
And talking of lighting, the editor that I made for that function was superior a bit within the week simply previous: it now permits navigation by way of the WASD keys (alongside the previously-implemented arrow-keys); has gained a slider that permits the person to zoom out a bit; and with a tweak within the level-loading code, now shows the areas of spawners.

And on the “enterprise” facet of issues, I now have a Twitter account particular to my artistic endeavours (game-dev included)! Additional, it bears a brand new firm brand that I created within the week simply previous.
You need to discover (and be capable to observe ) this new account right here: https://twitter.com/ThaumaturgeArt.
Additional, I spent a bit time updating issues just like the press-kit and “about” part of my web site.
And as soon as once more, there have been varied modifications, tweaks, and fixes enacted within the week simply previous that do not appear price detailing right here!
However earlier than I conclude this publish, just a few gifs: The primary was made for the above-mentioned new Twitter account, and reveals the gaining and use of a “metroidvania potential”; the second reveals a secret, someplace in one of many ranges labored on within the week simply previous… 


That, then, is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (twenty seventh of June, 2022) Fades for Rooms
Abstract: By which a dealer’s look is labored on; room-edges fade into the background; room-covers are improved; a degree is begun in earnest; and a few bugs are discovered and attended to.
Greetings and salutations!
This week’s screenshot reveals updates to the “Corridor of Artefacts” within the Vertical Slice Moon:

The week simply previous was maybe given primarily to a brand new aesthetic characteristic, to modifications within the room-cover system–and to some vital bug-hunting. And with just a few different issues performed apart from!
Initially, and as proven within the first screenshot above, within the week simply previous I continued work on the brand new “Corridor of Artefacts”: particularly, it how has a greater mannequin for its trader-NPC (if seemingly with out remaining texturing), together with a carpet displaying some wares which can be ostensibly–but not actually–for commerce.
You may additionally notice in that screenshot that the sides of the room now fade into the encompassing blackness. This was an aesthetic change made within the week simply previous: “inside” ranges now have shaded edging positioned over the edges of their rooms. This, I hope, makes such locations really feel each much less flat and extra related to the world than I worry was beforehand the case.
It did show considerably difficult to get proper, as I recall, each in and of itself and in its interactions with the extant room-cover system and with breakable partitions. Certainly, it concerned a good bit of iteration and remodeling! Additional, it knowledgeable extra modifications within the aforementioned room-cover system–improvements, I do really feel.
(The brand new system now really renders edging and room-covers to an off-screen texture–thus permitting me extra management over how all the pieces blends–which is then composited with the scene within the sport’s post-process shader.)
Right here under, then, it’s best to see an instance of the lead to motion!

Returning to level-building issues, within the week simply previous I began work in earnest on the Vertical Slice Moon’s “Corridor of Secrets and techniques”. For one, this a spot during which I intend to offer entry to codex-entries that are not positioned inside the principle content material of the vertical-slice demo. However maybe extra excitingly, it is extra so a spot during which I intend to offer a preview of the “metroidvania skills” which can be applied and meant for the total sport, however that transcend the restricted scope of the demo.
This course of, nevertheless, could be very a lot nascent: I’ve solely put in just a few (unlit) rooms, a set of books to grant codex-entries, the implementation (I believe) of an NPC discovered there (together with their impact on the world), and one set off.


And in the midst of the week’s work, I alas ran into some pretty severe bugs! These have been primarily, I believe, associated to loading and saving: issues like room-neighbour data not being absolutely saved, map-icons not displaying up–and even enemies disappearing!
Fortunately I believe that I’ve these mounted now!
And, as soon as once more, there have been various issues performed that do not appear price detailing right here!
That, then, is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (4th of July, 2022) Neon Beams
Abstract: By which the encounter within the Crystal Moon is reworked; continuous-beam weapons are applied; the boss-fight with the liche sees some modifications; and the save-icon is changed.
Greetings and salutations!
This week’s screenshot reveals a somewhat-neon revision to the encounter within the Crystal Moon!

Between scheduled power-outages the place I reside and a household matter that somewhat impacted me, the week simply previous was, I really feel, slower than most. Nonetheless, some issues did get performed:
First, as proven above, I’ve as soon as once more reworked the encounter within the Crystal Moon.
As a lot as I preferred its earlier iteration, I had discovered that it was all too straightforward to easily hew to the outer perimeter of the level–and certainly, that the focus of fireplace close to the centre of the extent incurred a stress to so do. Consequently, the encounter was simpler than meant, and inspired the participant to behave in such a means that they largely did not see or interact with the patterns described by the crystal-creatures’ weapons-fire.
I gave this matter fairly a little bit of thought, and regarded just a few doable options. In the long run, what I settled on was this: Now the crystal creatures hearth not bolts however beams–this makes the patterns shaped a bit extra simply discerned, I really feel. Additional, stated creatures now rotate, in mounted patterns, thus various the stress utilized to the participant.

I could but make additional changes–I am not proud of the enemy that chases the participant simply but, and the patterns of placement and rotation are works in progress, for 2 issues. Nonetheless, I believe that it is improved already! ^_^

And a part of this was the implementation of a brand new sort of weapon: continuous-fire hitscan beams!
(I did have already got a primary type of hitscan weapon, used for melee assaults, however it was considerably restricted, I believe.)
This really went via two iterations:
Within the first, I tried to design it such that it labored with the extant weapon-related lessons, permitting me with truthful ease to make issues like spreadfire beam weapons, and so forth. And certainly, this did work, and I discovered it fairly neat–but it was clunky, and sure inefficient.
So I reworked it, making it now separate from all however the base “Weapon” class. Its flexibility then comes by way of a system of including particular person “beams” to a given beam-weapon, every having its personal offset, route, harm, and so forth.
And since this is not required to suit the design of the lessons used for projectile weapons, I used to be in a position to design it in what I believe is a somewhat extra environment friendly method.
As with the encounter within the Crystal Moon, the boss-fight with the liche noticed revision within the week simply previous. Various modifications have been made: a discount within the frequency of bone-walls; decrease well being for the boss; a brand new sample of skeleton-summoning; and miscellaneous different tweaks. All geared toward making it extra enjoyable and fewer irritating than I worry that it was.
And I could but make additional changes–I am not but certain that I am proud of the struggle. (And certainly, I’ve at the least yet another concept that I’d strive.)
On the visible facet of issues, within the week simply previous I changed the outdated save-icon. Additional, I modified its animation: instead of the outdated pulsed transparency, it now spins! And I am somewhat happier with this new icon, I do imagine!

On the level-design facet, I’ve begun work in earnest on defining the Vertical Slice Moon’s “Corridor of Secrets and techniques”. And certainly, on figuring out–I hope!–quite the way to go about these early levels of designing a degree. And at last, there have been varied modifications, tweaks, and fixes made within the week simply previous that do not appear price detailing right here! (Together with a cleanup of some outdated, now-unused components.)
That then is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (eleventh of July, 2022) Battles and Dilemmas
Abstract: By which the Crystal Moon encounter is labored on additional; steady assaults might now produce steady damage-effects; to that finish, the sport’s particle system now helps steady emission; the liche boss-fight good points a brand new assault and different modifications; the Stone Guardian enemy has a reworked demise; quality-of-life modifications are made to the number of combat-spells; the tutorial sees a minor change; and two questions, certainly one of design and certainly one of artwork, are contemplated.
Greetings and salutations!
This week’s screenshot reveals a brand new assault within the liche boss-fight:

The week simply previous was maybe extra full than the one previous it–and concerned work on quite a lot of issues!
I reported final week, I imagine, that I had made some modifications to the encounter within the Crystal Moon. Within the week simply previous, then, I continued to take action: the crystal creatures now have collision shapes that must be extra environment friendly, if much less exact; the crystal creatures now all flip at a uniform rotation charge; and the patterns of the encounter’s waves have been revised.
Chances are you’ll recall too from final week’s weblog publish that the crystal creatures now wield continuous-beam assaults. On the time of that weblog publish’s writing, such assaults but prompted harm results in the identical method as did non-continuous assaults. Which was an issue: steady assaults have their impact on each body on which they apply, which may consequence within the spawning of an enormous variety of damage-effect objects.
So, within the week simply previous I addressed that: Now game-objects can optionally have particular “steady” results which can be utilized for such assaults. In the mean time solely the participant has such, as present solely the crystal creatures have continuous-beam assaults.
However the participant’s harm impact is a particle effect–and as of final week’s weblog publish my little customized particle system solely supported prompt, “burst” emission of particles. Thus, with the intention to have a “steady” harm impact for the participant, the particle system was prolonged, modified to now optionally present steady emission!
Right here under, then, it’s best to see the outcomes of this work on damage-effects:

And, as proven within the first screenshot above, the encounter within the Crystal Moon wasn’t the one one which noticed work within the week simply previous: the boss-fight towards the liche, too, noticed modifications!
Maybe most saliently, the liche now has a brand new assault: they’ll summon greedy skeletal arms to briefly maintain the participant in place, giving their minions a gap during which to assault. However, whereas motionless, the participant can nonetheless flip of their grip and struggle, permitting an opportunity to fend off stated minions!

Now, the liche’s minions embody a sort that fires a ranged, homing attack–which can be fairly unfair to have launched towards the participant whereas the latter is immobilised! I’ve thus made modifications to the movement of the battle, giving the participant area during which to defeat these ranged minions earlier than the liche begins utilizing the “greedy arms” assault.
I am not but fairly proud of the encounter, however I believe that it is making progress…
And on a extra minor notice, within the week simply previous I reworked the animation and behavior proven by the Stone Guardian enemy on demise:

Shifting to issues of interface, within the week simply previous I enacted just a few quality-of-life modifications associated to the number of combat-spells:
First, I’ve added quick-keys by which the participant can choose from their combat-spells, somewhat than scrolling; by default, these are sure to the number-keys 1 via 4.
Concomitantly, I’ve adjusted the tutorial to replicate these new keys, and–as this made one of many tutorials messages somewhat long–split that data off into a brand new tutorial message.
And second, when the participant does scroll via their combat-spells, this scrolling now skips over empty slots–no extra by chance scrolling to an empty slot in the course of a struggle!
On the design facet, I’ve discovered myself dealing with two quandaries:
First, in gameplay, I am contemplating the elimination of the Rune of Energy merchandise.
On the one hand, I see just a few arguments for holding this merchandise: It may be an support to the participant in battle; it is a small, repeatable merchandise for the participant to search out and gather; its impact offers a further level of uniqueness to the sport; and it is an implementation of a characteristic that I wish to embody in a challenge.
Alternatively, I see just a few arguments for eradicating the Rune of Energy: it complicates the balancing of combat–it can change a tough encounter into a simple one; it complicates artefact design, as every has to have two related combat-spells; eradicating it’d allow me to introduce extra artefacts, as a number of the currently-intended “empowered” combat-spells are freed up for such use; and in a sport that already contains exploration of curious moons, reached by flying via their suns, and the acquisition of varied magical artefacts, all to cease a solar-system-devouring risk, maybe its additional small level of uniqueness is superfluous.
But when I do take away it, with what do I substitute it as a reward for exploration? I am contemplating including minor upgrades–increases to most mana, for example–but that is perhaps a bit cliche for the style. (Though noting that I do have already got upgrades to the participant’s most well being.)
As you might collect, I am nonetheless considering on this…
And second, in artwork, I am discovering that I am not proud of the look of various objects within the game-world (such because the tutorial NPC). Some I am high quality with–the player-character and Stone Guardian specifically I nonetheless somewhat like. However in others the small scale mixed with my present textures leads to element changing into a blurry mess.
I am thus rethinking and investigating potential modifications right here…
And, as soon as once more, there have been varied modifications, fixes, and tweaks enacted within the week simply previous that do not appear price detailing right here!
That, then, is all for this week–stay nicely, and thanks for studying! ^_^
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Weblog publish (18th of July, 2022) Rune Begone!
Abstract: By which a serious merchandise is eliminated; a brand new combat-spell is spun off from that elimination; the liche boss-fight sees additional work; textures are more-sharply rendered; and the looks of room -edging and -covers is adjusted.
Greetings and salutations!
This week’s screenshot reveals the boss-fight towards the liche–and in that, newly-sharpened graphics!

The week simply previous was maybe one other gradual one for me, and one primarily of modifications and tweaks:
Maybe probably the most salient change of the week simply previous follows on from a matter that I imagine that I mentioned in final week’s blog-post: The matter of the Rune of Energy.
Particularly, it has now formally been lower from the sport.
This did incur some concomitant modifications, such because the alternative of the Rune as a spawned or dropped merchandise, and the elimination of associated tutorial components.
Naturally, the extant combat-spells have now been stripped all the way down to solely their “base” forms–although in a single or two circumstances I could think about using their “empowered” kinds, as a substitute.
Conversely, this transformation additionally freed up these “empowered” kinds to doubtlessly change into newly-separate combat-spells. For many, this may seemingly not happen–but I’ve begun work on adapting one such spell (which is proving enjoyable already), and have concepted a brand new artefact for it. That is, nevertheless, very a lot a work-in-progress.
The primary screenshot above reveals the boss-fight towards the liche, and certainly, that encounter did see additional work within the week simply past–in the encounter itself, and likewise in sharpening the demise throes of the liche.
That first screenshot additionally reveals a change to the sport’s aesthetics: the textures at the moment are a lot sharper of their rendering!
I discussed in final week’s blog-post, I imagine, that I used to be sad with the look of various objects within the sport. To this finish I requested for recommendation on the GameDev.web discussion board, and one suggestion made there was to take more-direct management over the feel level-of-detail–to circumvent the automated dealing with of textures at vary, which I worry was inflicting my textures to change into considerably muddy.
And certainly, I do suppose that this transformation has helped! There’s extra to be performed, I do think–there’s some seen jagginess now, for one–but I do additionally suppose that it is maybe a stable first step. ^_^
Remaining with aesthetics, within the week simply previous I adjusted the looks of room -edging and -covers: it is now rather less uniformly straight, due to the applying of a noise-texture.
The impact is considerably subtle–and I could regulate it yet–but even so I believe that it helps.
(Within the following screenshot, it is maybe most seen on the lengthy, straight, horizontal sections.)
I’ve additionally made the gradient of those considerably narrower, though I am unsure that I will hold that change.

And naturally, there have been varied tweaks, fixes, and modifications that do not appear price detailing right here!
That, then, is all for this week–stay nicely, and thanks for studying! ^_^
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