Dev Update – wk3 – sacrifice & surprises

Things are going pretty well.  The uncompleted ‘minimum required features’ list for the January Version is getting very small.

  • Corner pillars at outside corners
  • Fixing wizard shooting and movement (aka the Big thing)
  • Death effects and sounds etc.
  • Spider jump attack

Particles!

New stuff added this week:

  • Restart Button, Exit game button.
  • Bolt Particles and light removal.
  • Bug fixes with spider corpses falling out of the world
  • Jucifying impacts on monsters & spawners

Now as to sacrifice…. 

Well you get what you pay for… and that’s the problem with using Unity 3D free version… It’s looking like I really Really need deferred lighting to make the wiz-bang light effects on the wizard’s magic bolts.  In Unity Free I can only force a small number of lights to be precise. after a few they default to vertex lighting, which causes the odd lighting issues on the floor that we saw in last week’s build.

So, I had to remove the lights. and am replacing them with some particles effects for now.  Maybe someday the $1,500 unity pro fee will be accessible to me but for now it’s utterly beyond my budget.  (There is the 75/mo option, but even that seems excessive.. and at month 13, you don’t own anything unless you keep paying.)

So far that’s the biggest hurdle that I’m running into, but no doubt there’s going to be more design sacrifices due to inaccessible features.

Which leads to the surprise of the week.

Well… surprise for me.. nothing in-game yet… but Shader Forge came out which promises to have all sorts of benefits as soon as I figure out how to fully take advantage of it.  (In related news… I don’t ‘get’ shaders yet… working on it..)

playbutton

 

 

January Postmortem

Going to keep this short and sweet, can’t stop and reflect too much.

What went right:

  • Web editor –  having a web editor where I can make changes and just re-launch a level for testing was incredibly useful
  • Music – the non repeating drumtrack for in game music works really well wit the musical queues
  • Title screen fire – Damnit particles just make me happy.
  • Pathfinding and combat –  while it’s not the most dynamic combat (see what went wrong) it’s fairly well balanced.
  • Flexibilty of code – adding new UI elements and restructuring how combat works 4 days from launch and not a glitch.
  • Game website – Im really happy with the new http://www.drakkheim.com website.

What went wrong:

  • World rendering – having to re-write the world map rendering took a whole weekend of progress and as such required that things like traps, and ranged combat got cut. no Elves or Kobold archers.
  • Fun – the last minute changes to combat really improved the moment to moment gameplay elements, but really it’s not something you’ll be playing over and over.
  • lack of animation – lack of variety – essentially more time to create art assets would have been really nice.   I have a feeling this will be a recurring theme.
  • Broken analytics –  I totally messed up and forgot to install analytics on the website until 4 days after launch.. so I have no idea if anyone has even played it.

That’s it for now.