(you guys gave the mutants buckteeth? XD
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So i thought of closing this up with a nice postmortem while i still remember most stuff
What went well?
Compared to my previous 3D jam game : everything
so in the previous game the level looked horrible,
there was only one puzzle (which i thought was easy but people had a hard time figuring out)
and on top of it all due to a bug there was no sound at all
(but on my machine as I used absolute paths for testing)
But this time the colors and map turned out nicely,
people figured out the puzzles pretty fast
the idea of chutulu (sic) prank calls you was well received
and the sounds.. well.. worked
What went wrong?
i was worried about making the game too hard
and even nerfed the last boss (way way too much)
so people went through the game like knife thru butter
in the end average gameplay time is 10 - 20 minutes
(which is not that bad in comparison to my old flash games
that had similar time and took a whole lot more effort to make)
the ending music
i found too late about that public domain is not the same as it once was
the music in question is "You Know What I Mean" by Al Bernard
which seemed perfect, it was from the time period,
i liked it a lot, and most importantly it had nothing to do with lovecraft
and i also double checked that it was in the public domain
as i uploaded the trailer turns out that youtube auto demonetises it
with some (bogus nonsense) copyright claim
how you claim copy right for public domain stuff is beyond me
but i hear these youtube anomalies are everyday now
anyway i never bothered to contest it
apologies to everyone who ran into it
the revolver sound got a lot of complaints for being too weak
strangely enough the wav file sounded fine enough
turns out i set the volume to be 60% of the original in code
many people pointed out that the water splash sound is from minecraft
but i remembered using the one from Klik & Play
and turns out it was a third one .. that i'm not sure where i got from
oh well, i guess all splash sounds are alike
there was a bug somehow nobody noticed:
i forgot to set a title of the map
so on the loading menu it just says "title"
and finally, some of the prank calls got a bit obscure
here are some explanations:
This one is pretty self explanatory:
"Is Mr Wall there?"
"Then may I ask what's holding up your house? "
Prince Albert was some sort of tobacco you could buy
apparently it came in a can
of course for my generation Prince Albert was a slang for ..
uhh.. something .. else..
making this call even weirder:
"Do you have Prince Albert in a can?"
"Well, you'd better let him out!"
"I see wetness in your future"
This was based on an anecdote about the man the legend the WOZ himself
allegedly he would call the telephone booth front of his dorm
and when someone picked up he would say
“This is Ramar the Mystic. I see wetness in your future"
and then he would throw a water balloon at them
"See you next crime..."
she is in Innsmouth
.. i got nothing
"I'm looking for Conflict-amphibians"
it was a battletoads reference and was cut from the game
i'll never forgive myself
i leave you with this
"You are a tough as nails detective in the 1920s out to find clues or leads on a
mystery of sort but alas end up in a castle full of purple horrors who bite, spit on you,
call you names, demonetize your videos .. the very worst things one can imagine
and on top of that Chutulu keeps prank calling you .."
Made for the Bad Lovecraft Games Jam
Patch log (will this ever end?!)
I couldn't help myself and made a patch with some minor fixes:
Actually I like the pistol sound so dunno.. but the goal was to make a bad game so i guess it's fitting then
(also the R for jump, F to crouch is because I used to play Duke3D a lot and I found those keys were most convenient when moving with WASD .. I mean yea R is the first letter of reload and so on but my fingers were having none of it)
And we have liftoff!
Man, this page is starting to look like a myspace site ..
Phew.. so fixing stufff didn't took as much as time i thought it would ..
here you go, people who check the boards now can play early ..
This calls for celebration!
It's a fine day to devlog
First of all a title change, i found out there are many apps already out there called "Necrobox"
and.. well i'm not sure why i started calling this game that
(something necronomicon but should be silly something whatever)
so now it's..
Nekkrobox -- the long distance call of Chutulu
(also i'm glad i found out i'm not the only one
who kept misspelling Cthulhu as Chutulu
..stone off my hart.. )
here we are the part that i dread the most: testing
also a protip for all ya game developin amateur folk out there:
if you want to find bugs in your game just try to release it
all bugs come out just right on release day
and i'm talking bugs nobody has seen before that
suddenly you can go through walls, the whole level explodes
metal soundtrack changes into country songs etc.
anything you can think of will go haywire on release day
oh well here are some solved ones:
if you remember the lightmap bug (from above)
I went back and forth through and through the code and..
turns out the sunlight radius was too small
and it didn't reach the surface..
Take me down to the devlog
Added another area , made graphics for the ending
almost there, still need to fix bugs and polish..
for now some screenshots:
Today I added some sounds and fixed some bugs..
and figured out some embarrassing bugs..
First the mouse look was going crazy
and i was baffled and couldn't find the cause
and turns out my thumb was over the laptop's touchpad
The second one,
and I'll try to get not too technical:
most of the light in the game is through a lightmap
and to generate it i first need to unwrap the world
(seperate it into flat pieces and place them onto a square so they dont overlap)
and as the map got bigger the slower this part got
so i spent most of the day trying to optimise it
and long story short:
the problem was the loading bar updated after every triangle group
and there were about a thousand so it redraw the screen a thousand times
after changing it to only redraw about ten times max regardless of the number of groups
it was done nearly instantly
(also i was running it in debug mode)
(sigh.. im my own worst enemy)
but it's now optimised out the wazzoo so there is that
Oh well, some screenshot from the editor:
added a new area
modelled, textured, animated the final boss..
and realised i forgot to add sounds .. but too tired to deal with it now
*sigh* so close yet so far ..
at least it fits the theme i guess
Another day another dollar .. i mean devlog
Things seem to be slowly coming together
I'm shocked by this fact as this is not the way it usually goes..
also i found out animating eyes through code only is hard
im building on the engine from the previous 3D game
and it's like if someone entered with their very own version of
a cobbled together unity that never seem to work right..
but i got a secret weapon my very own level editor
that i'm not about any close to master using
and which also never seem to work right..
..as an interesting new approach i decided to start with the assets:
anyway some screenshots: