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Dev Log 1/9/2021

A topic by Trixelbit Arcade created Mar 14, 2021 Views: 61
Viewing posts 1 to 1
Developer (2 edits)

First Up. Gate behaviors! We completed adding gates to the game! 

There are types of Gates. Key Locked Gates and Enemy Locked Gates.

Above, is an exampled of Enemy Locked Gate. You have to kill all enemies in the room for this gate to be unlocked.

Here's an example of a Key locked Gate!

On that same topic, items are in game! Currently, we only have the key in game but heart items among other will be added!

Throw some appreciate to our lead Environmental Artist, Hiram Rodriguez , who modeled these stone frames and gates! They look SICK



On the tech side, we have made the move to classic Zelda like, open world, room traversal! I finished the world manager and traversal system to scale so we can be free to make a ton of rooms and scenes!



Here's a system the was developed by our Programmer,  Min Hyune Bae! We now have dynamic bullets that can be spawned and angled in anyway we want. Complete with bullets sprite in billboarding.

Laughs in bullet Hell

We now have the ability to stop time on the emphasis impacts both from and to the player!

We have also added DASHING is one of Nin's core abilities!

 Here you can see her dashing and canceling it with a slash.

This really speed up the tempo of gameplay!

The Next System that will be in progress is Dialogue System! I've already started development on it yesterday. While that cooks, here are 2 character portraits that will be used for it!


Another fabulous Level tool system that was developed by Min Hyune Bae was our SAW SYSTEM

We got stationary, rotating, and AB Saw system which will be used in future levels!

(Saws Look way better In game, the capture rate on ScreenToGif weirdly synchs with the saws)

Here's the AB Saw in a level!