Hey everybody, I'm finally doing this! This is my first time doing a dev log, so things might be a bit sloppy or just plain not make sense, so sorry about that. For those of you who don't know me, I am Arrin Rimmish(not my real name), and I started "learning" game development about three and a half years ago, but have only been working hard on it for the last year or two. Me and some of my friends have been spending time building this world, getting better at what we do, and so much more. The "company" that we started is called the Three Day's Trilogy. Please note that I'm pretty sure this isn't a legal company, and shouldn't really be treated as one for now because we don't have a product yet. Plus, this is just a hobby for us.
So, I have spent the last few months working on a small video game called "Reaper's Realm", but the last month was the only one that I was working on it frequently. I'm not the fastest game developer, but here are a list of stuff that I have been able to add to the game in the last month:
The first part is the Player! The main character of this game is someone who recently died and went to the afterlife. This soul's name is Duncan. In this world, souls in the afterlife take the shape of an animal that matches their personality. Duncan takes the shape of a whale
Please note that the only textures in this image that aren't developer art, and thus very ugly, are Duncan and the soul bottle in the corner. Duncan has three things that he can do. He can do a yell attack, which sends a small "soundwave" out in front of you that does one damage and has a very small cooldown.
the second thing Duncan can do is a smash attack that smashes in an area around you and does two damage, which can kill small enemies. This attack has a five second cooldown(I've consistently forgotten to add a visual indication to how close it is to going off cooldown).
The third thing that Duncan can do is a dash that sends the player forward. I haven't added an animation for dashing(mainly because I don't have an animation to add), or a visual indication for the cooldown(which I'm honestly not sure if I should add it).
In the top left corner, there is the health bar, which will soon be replaced with something better looking, a soul bottle to hold your soul shards, and a soul crystal that forms from your overflowing soul shards(this also might change soon). The soul bottle is slip into three different sections, and when it is filled to one of those sections, you can heal one health by holding down the space bar for a bit.
And of course, in the other corner is the pause button, which, can you guess it, will probably change soon. You can also just press escape to go to the pause screen.
As you can tell by the player, a lot of things will be changing. My goal for the summer was to get the first part of the game "playable", which I technically achieved, but not to the point where I'm willing to share the actual game file.
The current objective of the game is to go through different layers of a maze in order to fight the first boss(the lore reasons for the existence of all of these things is there and will be explained eventually). The layers consist of about three different combat areas that each unlock the next one until you are able to move on from that layer of the maze.
Once you move past the three layers of the maze, you finally arrive at the boss fight, Catrina! I'll let the video talk for itself(cause i don't want to type it):
There are a LOT of things that need to be added to this boss fight. The most prominent of these is MUSIC. Right before I wrote this, I sent a message to my music guy asking them to work on this. Other things that need to be added are boss balancing, boss animations and textures that aren't just boxes put together, and better looking attacks.
The last thing that I'm going to talk about on this dev log is the crescent isle. The crescent isle the island in the center of the underworld that houses most of the souls. I'm not going to include any screenshots of the current crescent isle, because it is very bad right now.
There is a LOT of stuff left to do with this game, but that's okay. I'd like to give a huge shoutout to my team, but I don't really have permission to post their names online, so I'm going to wait until the next dev log(probably in a week) until I put them here.
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