Welcome To
Falconhead Studios
“We have to continually be jumping off cliffs and developing our wings on the way down.” - Kurt Vonnegut
I have been quite busy over the last few weeks of January, i had been focusing a lot on the boss battle mechanics which i am very happy about, the progress making it was very smooth, i had a few bugs overtime, however everything now works flawlessly. There will be a video soon, of that when its done as i still need to create a proper death for the queen wasp. In the meantime i recently began my live in-game cutscene projects, i made a few sprites of npc characters at the beginning of the story of my game and have made a cutscene happen where Hoshi talks to these npcs, at the moment i'm still experimenting with it all and expect bugs to appears and most importantly Hoshi getting stuck since the cutscene doesn't end. Thats all for this update, be sure to check out the Experimental Video of the Queen Wasp battle if you haven't already on FalconHead youtube. Here are some new sprites to present for you:
0 Comments
At this moment, i'm still experimenting with bits and bobs, the path is fine after doing some tuning and messing about with it, I think this is also the correct amount of HP i wanted. Heres what i plan next Fixes: - Repair the animation texture for resting / summoning - Change how the wasp spawns (this is because the wasp is ment to be mind controlled to guard the alternative entrance into the zark hideout, at the moment since im still in testing, the boss spawns from some larvae Adding Soon - 2nd stage to the boss - HP potion drop on 2nd stage - Projectiles shot by the queen (since it has a gun on the stinger) First concept piece for one of the bosses in the game, will look something similar to this but in
more of a pixel form. The wasp is very large, planned to be the size of two humans in height and about the size of a tree in my game. The wasp has some odd additions to it, a machine fixed on to its head and also the stinger has had an upgrade. Maybe the wasp is actually an ancient guardian controlled to secure the ruins within the cave. The winter holidays are over and done with and its about time to return to where we left off with in the game itself over in Gamemaker. Yesterday i worked on debugging some of the larger errors over the period of 9 hours, fixing these bugs gave me a ton of confidence and determination which is a good start to returning to programming. Beforehand, my game could not continue in the main menu unless the player was in the first room/level, this by far was the most serious bug i had developing the game, without a fix, my game would be unplayable. Luckily i was able to fix the bug within 1-2 hours which is not bad for something i had been stuck with for a while. Once the continue button worked, i followed with altering the start game event to restart the game after the players made a new game already.
The second most important bug to fix was the rain particle system i had and shown in my latest video. The rain itself worked fine, however the rain would continue into the menu. Thinking to myself that such bug sounds easy, "all i got to do is delete it?" wrong, i found gamemakers code for deleting a particle system to be ridiculous, i spent 2-3 hours research how to stop the system, ends up you have to delete in 3 different ways at once within a specific order too. >> Delete Particle Emitter. >> Delete Particles in room. >> Delete Particle System. I reckon it would be nicer if there was one piece of code to remove them fully since it frustrated me quite a bit. finally reactivate the entire particle system when going back to the room, it came from whenever the player comes back from the main menu. It took some time for me to figure that out but i managed to figure it out in the end. Finally i managed to potentially fix a few other smaller bugs: >> Footstep sound randomly disappearing. >> Slimes attack broke, now fixed again. >> Rain sound bug causing multiple rain sounds to happen at once. >> Some other little things Thats all for this small update, hope to post again soon! So after taking a break from developing Vriserus: Caverns of B'aurek in Gamemaker, i thought that i'll take the christmas holidays to develop my 3D element of the game. The 3D element consists of a medieval indoor environment of a tavern-like building, which is designed with 4 rooms and which all join up causing a loop cycle. Later a camera will be added which will animate through this environment and will be used as the first cutscene in the game, after the animation is rendered, i will apply it into a video editing software to add in text and maybe some images which will tell the player about the story and the backstory of Hoshi. I thought that the video would work best as a loop because it can have no ending since its endless which means i do not need to worry about time length. Once implemented in the game i want to add in a skip intro button as im planning to have it run for at least 60 seconds.
|
Introduction
Archives
April 2019
Categories |