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[Week 07] Time is Life

Time Is Life
A downloadable Vertical Slice for Windows

Welcome back, future ghost slayer!
We have done a lot this week so Kowalski, analysis!


Killing me softly
We put some major efforts into making the Cereza attack more smoothly, we are not 100% there but on a good way. We tweaked the animations a lot but the implementation of how it is right now just makes it clunky. We are working on that but the fix for that is not yet there.


Big Broad Sword
We made some general changes to Cereza including increasing the size of the sword to make it look more powerful. Also, it provides a better visual representation of how much distance you can keep but still hit something.


What's on the Menu(s)?
We have started drafting out the Menus, implementing basic functionality.
One of our programmers worked entirely on this for now so pls don't be surprised that everything looks like everything but our game. We will fix it with the magic of design <3 (Yes Sunna, I will get out of my fairy costume -_-)


Also, our little ghostling is able to express their enormous joy of being animated:

And they are especially joyful because they can finally die. Rest in pieces little one! And respawn soon (I mean this is our last DevLog before Easter Break so technically it should be back after the break, right? Or is respawning a Jesus only thing?)


Maybe an ordinary vacuum cleaner is enough?
We started working on our first VFX in Unity. This effect is still in draft mode and needs a lot of tweaking but the general feeling, as well as the implementation in code, is there. 

Welcome to the Cortez (Part 2)
There was a lot of improvement this week in terms of bringing the level to a higher level (if my career in games does not work out, I will do stand up comedy instead).
Anyways, here are the new contributions to the architectural stuff:

In corner number 1: We have the corner itself!

We have a proper model for the stairs and it is also textured!

The stairs come with their own staircases! There are 3 meshes in total, covering every combination of wall, corner and stairs we currently have in the level.

To top it, we have pillars that are a bit more advanced in their material definition. The textures themself are still in a draft mode but unwrapping to a shared texture worked perfectly fine!


This is MY hotel
The level advanced from the block out to a more structural pass stage. Also, better lighting everyone! Bath in the shine of light sources that magically emits from the walls (we will be placing lamp meshes to make it look nice later).

Also, did you notice that the level looks kinda like a rabbit from a top-down view? I totally didn't and I was designing and building the level.

Don't worry Gregg, we will fix it in post
We established a general post-processing effect stack to get the visual feeling across better. Also, this is going to help us to make better artistic decisions because now we see how everything looks like when the post process stack is applied.
There are also other effects we would really like to implement but unfortunately, they need the ability to code in HLSL unlocked first. We don't know if we will be able to accomplish that but maybe we will! Stay tuned!

This is not the post process stack we will be using but while building the stack we just had some fun and experimented a bit. Fisheye anyone?


Good bye. Sayonara. Tschüssikovscki!
Thank you very much for reading! We will take a break over the Easter Holidays and we will be back with new content and more amazing DevLogs! Until then stay healthy, enjoy life and see you soon!
Peace Out!
Life Is Time Dev Team!

Files

  • TimeIsLife_Production4.rar 39 MB
    Mar 29, 2021
Download Time Is Life
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