It’s Raining…
September 30, 2006 at 7:58 pm | In Blogroll, Moblin Fight, Progress | Leave a CommentStarted trying to add rain effects and the like today, which i ended up failing miserably at, but i know how to do them now, so i might be able to sort them out tomorrow.
Things i’ve been able to do sucessfully today however are another 1 and a bit sword animations (left slash and left uppercut) and no they’re not mirror images of the right ones, otherwise link would become right handed…
I’ve also finished designing the ground for the demo if anybody really cares about that, well of course you care about it, otherwise youd keep falling through and the game would suck, you just wouldn’ realise that…
Environment
September 29, 2006 at 10:04 pm | In Blogroll, Details | Leave a CommentDecided to work on the whole environment for the main demo and i’ve decided for the battle to take place on the top of a castle during a storm. Pretty different from the forest theme i was originally planning, but i beleive it should be more dramatic. This ought to take a couple of days to complete to the extent that I would like, but I will continue to work on anything else that needs work done on.
I have also finished my logo (which i will upload tomorrow) and am working on the Zelda 2d logo and title screen for the demo/intro movie. Im planning on starting work on the intro movie soon, ideally i’d like to release it at the same time as the demo, but chances are one will get sidetracked, more likely the intro movie.
Small Game Engine Update
September 28, 2006 at 8:51 pm | In Blogroll, Details, Progress | Leave a Commentyer i geuss i can call it a game enginge, although it’s not that advanced…anyway…
Been Tuning up the “game engine” today restricting how moves go into each other (for instance you now can;t start walking while in the middle of a sword swipe). This will come into it’s own even more when i sort out the jumping animations and i’ve decided to probabbly try and add a double jump now, although really this will be for style more than anything else…
The method i used for this should also help overcome the problems i had earlier, so i don;t need to worry about those as much anymore…
I’ve also changed the controlling keys from the arrows to wasd, this comes from feedback that it ought to be easier to use and also the fact that it ought to allow access to change weapons and items (in later versions of the game) with the same hand.
Tomorrow i was going to try and continue working on a background and make the sword control scheme smoother to use.
Realms
September 27, 2006 at 7:53 pm | In Blogroll, Details | 3 CommentsFirst, sorry for the lack of update yesterday, all i really did was finish off the sword and come up with a (tentative) name for the sword, which would be, The Sword…
I’ve finished a pre-loader i was working on today, although chances are this particular one will be used for loading the intro movie (which as i may have said before will be a seperate flash from the first game).
I’ve found a way to devlop a less linear feel into the game, yet with it still being in seperate flash “chapters”. I will release each “chapter” as a realm, which would contain 1-3 dungeons and make up a portion of the game. The main part of the game will involve going through each dungeon in the same linear fashion, not having to go back to anything else. However, I will include side quests and the like and update the older realms when i include new ones. This will allow people to go back and complete small tasks and unlock things.
This will be done mainly through a series of passwords and other specific things that you would find out in the later realms in the game…
Small Updates
September 25, 2006 at 9:53 pm | In Blogroll, Progress | 5 CommentsOk, firstly i finished the neclace for the moblin, but I can’t upload it at the moment so I’ll sort that out when i get the chance.
Secondly, i reckon I’ve run into a few more scripting problems, mainly to do with more complicated movement, that I don’t know how to solve. I’ve got one idea, but that changes the whole layout of how it’s currently scripting (of course the visable changes will be minor) so I’ll have to see if that works and if not…then i dunno really. This also means that i now have no idea when i’ll be done, before christmas would be nice, but i can’t promise anything.
You may have noticed that in the demo’s the sword link’s holding is a fairly rough rendtion of the master sword. I’m going to need to change this to work with the plot etc…so im currently designing a new sword. My other mini-task at the moment is just to sort out a little loading and title screen, so I’ll bring updates on that as i make it.
New Artwork
September 24, 2006 at 8:44 pm | In Artwork, Blogroll, Moblin Fight | Leave a CommentInstead on continuing the arduos task of manipulating my link character model for the animations, i decided to spend today working on a new piece of artwork, the moblin you’ll be fighting in the demo. It’s taken most of the afternoon and im really happy with the results
![]()
As you can see, sorry for the lack of update yesterday, but i made up for it with two today
EDIT: yes i forgot the neclace, im tired and i’ll add it in later
Slowly…getting there…
September 24, 2006 at 10:20 am | In Blogroll, Gaming, Progress | 2 CommentsSince I uploaded what i’d done so far so beta testers could see and give me feedback (most of the feedback has been very positive by the way), i’ve completed another 2 animations, both of which are activated while crouching.
However, this has thrown up a problem and it seems to have an issue with holding down an arrow key and dragging at the same time (it returns to position when released and it does this about quarter of a second after it’s dragged) so although this could be a bigger problem, as it still seems to work quite well, i would appreciate it if anybody knew or could offere a solution to this.
Control Scheme Feedback
September 22, 2006 at 5:04 pm | In Blogroll, Details, Gaming, Moblin Fight | Leave a CommentI just want to say this while I think about it (I’ll probabbly add another update later today) some people who have tried the control scheme have said it feels a bit odd, but i’ve noticed that it’s actually the people who try it for the longest find they work themselves into it and like it. So really for the first 5 minutes you’ll need to give the control scheme the benefit of the doubt, i really enjoy using it now, i know i created it, but i still think it’s really fun and it should improve with the more animations i add.
Currently, nobody’s had any real problems with the animations, which is good because i won;t need to spend too much time going back and fixing them.
I’ll mention whenever i upload an updated version of the game under the same link so i can maintain feedback
First Test
September 21, 2006 at 7:27 pm | In Blogroll, Gaming, Progress | 3 Commentswell, i want some feedback on my animations, but i still don’t want to reveil the control scheme to most people, so anybody who wants to beta-test it and provide me with some feedback can. So that’s why i asked for beta testers but i’ve only got one so far…
Of course, if you want to be a beta tester you can still ask and chances are i’ll link you to the demo to try it out and report back on the animations i’ve done so far.
So if you want to try out what i’ve done so far just give me a shout (i.e. leave a comment)
As for a progress update, i completed another animtion today, the reverse stab.
50 different sword animtions
September 20, 2006 at 5:20 pm | In Blogroll, Details | 1 CommentBored during a free period today, i decided to actually sit down and count precisely how many different sword animations i would need. The total came to 50 (25 in each direction) and that number is unlikely to go down, if anything it will go up as i think of more things (about 6 of this 50 at the moment won;t be present in the first game however).
This ends up meaning a couple of things, firstly, consdering i have only actually completed 4 sword animations, this may take as long as i first thought (and then yesterday decided it wouldn’t), i’m still looking for beta testers though, consdering the uptake hasn’t been strong so far….
Of course it also means that there ought to be a lot of variation to the game sword-fighting wise, which can only really be a good thing.
Im also going to have a look at the basic platforming script because i reckon that there’s about 70 lines which could be done in about 10…
comments are nice….
Blog at WordPress.com. | Theme: Pool by Borja Fernandez.
Entries and comments feeds.