Dev Journal

  • Dev Log 8 – The Last Vagabonds
    Slow Progress I had less progress than expected in the last three months since the job hunt took more time per day than expected. Furthermore, I underestimated the effort for level design and environmental art. That doesn’t mean that nothing happened. The story is finished, including dialogues. The essential parts of the maps are done. …
  • Dev Log 7
    Gameplay I implemented 1vsN combat and fixed occurring bugs. I bought a blood assets pack and implemented blood trails and blood decals on the floor. As fun as it is to create Niagara effects, it takes too much time. I can still use my gained knowledge to customize the effects. Multiplayer The majority of the …
  • Dev Log 6
    What happend this week This week I focused on melee combat and bow combat. I removed the path prediction of the arrow and replaced it with a dynamic crosshair. The crosshair size now depends on the string’s distance to the bow. I watched plenty of GDC talks about melee combat. I took the most from …
  • Dev Log 5
    Overall Progress My Bali visa expired this week, so I moved to Hanoi (Vietnam). Lucky me, they had independence day this week, so most coworking spaces were closed. However, it was nice to explore the city during this time. I also took another flight to Da Nang (Vietnam) this week because I prefer to have …
  • Dev Log 4
    This week I added a pickup animation. I manipulate the animation with FABRIK such that the character touches the object it’s picking up. Then I created a system to play weapon-equip and disarm animations. The tricky part was weapon switching. To play the animation smoothly one after the other was not as straightforward as expected. …