Hello! Today I bring you the 3rd weekly devlog video for The Archer.
Here is the summary of the things I worked on this week:
- Blasted through the "tutorial" level. This is probably the fifth time I've made it, but I think it should be good for now.
- Got input disabling and enabling properly during and after cutscenes.
- Got started working on the new version of the website.
- More work on the new version of the website.
- Got a facebook page up. Feel free to "like" it if you are so inclined!
- Made it so that NPCs turn and face the player wherever he is.
- Added test lightning effects.
- Did a bunch of depth-sorting so that now the raindrops are properly illuminated by lights, and particles draw at the right depth.
- Fixed a small bug with the camera when changing rooms.
- Redid the way grass tilesets are structured, and reworked the red moss/grass.
- Added a new type of grass and reworked the original green one.
- Smoothed out and retiled Route 1 (the tutorial level). I'm gonna be using the pokemon name scheme for the levels between dungeons and towns.
- Added a room called "rm_tl_trunk" which connects Route 1 to Tilia Lea, and started tiling it and adding npcs.
- Did some work on ropes. They can now be split dynamically with arrows.
- Gave different collision boxes to arrows in mid-air (just the arrowhead) and arrows that have hit stuff already (the whole shaft).
- Finally took some time to actually gain a thorough understanding of the grandma engine, and cleaned up the player/npc/enemy movement code as a result, and added in movement behaviours for ropes and water.
- Tuned water movement pretty thoroughly, now I just need to add animations.
- Fixed a bunch of small things here and there, and did some more tiling.
- Made a bunch of sprites for different light emitting doodads.
- Cleaned up the light doodad code and added a parent light doodad object.
- Added in destructible lights.
- Made lights hang on ropes and fall if the rope gets cut.
- Started working on instance deactivation for objects outside the room, since lights were causing a bit of slowdown. A few bugs introduced, but nothing that can't be worked out.
- Made explosions split rope.
- Started working on fire.
- Made ropes have frayed ends when split.
- Destructbile blocks can now catch fire and blacken over time, and arrows stuck in them get destroyed when they do.
- Did some random and crazy experiments for different environments.
- Experimented with blurring background elements to simulate depth of field. I like it, but I might tone it down just a little.
- Fixed a couple of animation bugs.
- Extended Route1 to the on the east side. When I made the room over 8000 in width, my lighting system blew up, but then I figured out how to limit it to just the cameras view so its fixed now.
- Started working on a cave environment.
- I noticed the moon had drifted away when I changed the resolution, so I got that back in order.
- Made some design progress with the cave level, which is between Tilia Lea and the first dungeon.
- Fixed a small conversation bug caused by the instance deactivation code.
- Reworked the ground tileset.
- Redesigned cave level.
- Split moving platforms into hard and soft version, soft which acts as a jumpthru platform, and hard which acts like a square block.
- Added a few variations on the flower/mushroom sprites.
- Started working on this week's video.
You can check the links below for more information about the game. I'll see you next week!
-Gabe
The Archer - Offical Website: Gabrielverdon.com
The Archer - YouTube Channel: Youtube.com
The Archer - Facebook Page: Facebook.com
The Archer - Daily Devlog: Forums.tigsource.com
Twitter: Twitter.com
Blog: Blog.gabrielverdon.com
Antoine Gersant on twitter: Twitter.com
I love the soldat-esque theme of this game! This is one person you'll have buying this when it comes out!
Lol! Look at how much you can develop in a week.
And I took 180 days to reach the Alpha version of my game -.-
Being a student sucks, a lazy student.
Haha, don't worry about it man, being a student is one of the funnest things every, you should just enjoy yourself :)
great to see this game on here so i can tell you how beautiful the lighting is in this awesomity. Def tracking broski
not disappointing, like usual
Hahaha, you mean my videos are usually disappointing? Or the opposite?
Looks mighty awesome. Tracking this!
Thank you sir.