End of November Test



Some additions and minor improvements have been made.

Engine

  • Fixes for minor crashes when resetting the game.
  • Optimized shadows once more.
  • Targeting indicators can trigger events in objects.
    • Goblins use this to determine how often their shadows should update in addition to distance-based checks.
  • Reduced texture memory consumption.


  • A functional dialog editor has been made to facilitate better work when creating or modifying dialog.
    • This is complete with an Expression editor, which is used to drive dynamism in the game's dialog system.
  • Saving the game now saves the current level and the entrance which the player entered the level through.
    • When loading a save file, the last level and entrance are used to place the player where they left off.


  • It may occasionally rain.

Rixin

  • Rixin can swipe his sword when astride Reina.
  • Rixin will experience knockback from the attack that brings his health to zero when on horseback.
  • Particle effects for swiping the sword with a fiery enchantment were made

Miscellaneous

  • Goblins can be set ablaze, and their shields can be burnt away. Goblins who have no shield cannot block attacks.
  • Goblins have some variety in their attacks, and will sometimes jab with their dirks.


  • Goblins may ride the backs of Stags, and will pursue the player.
    • Thanks for the help with textures and pointers on the model, Nick!


  • Skeletons can rise from the ground when marked as starting underground.


A game dev blooper. How come he's riding from all the way out there?



From glossydon:

In my spare time I buckled up and did a mix of fun and boring work for the project.
Dialog is deceptively hard to make an editor for. Learning about how Resources work in the engine at a lower level was also a fun rollercoaster.
Next, I want to focus on the game's cast of enemies, and potentially a boss, to stress out the game's combat system and better understand how fun everything really is. Right now I just have a standard-fare melee combat system, but with very little enemy variety to shake things up. I want to change that, since a lot of the melee combat games I like have a good chunk of enemy variety. It won't be easy, since I struggle with concept art, but with enough patience and dedication I think I can manage.
And about that project I was sucked into for six months: it was Rabbids! I did the rigging and animating, as well as providing a routine for navigating agents around in 3D levels.

It seems that despite my best efforts, I can't get away from Roblox, though I guess I can cope with the idea that I committed myself towards something bigger than myself, and we pulled together through a very stressful six month development cycle. We were basically speedrunning game dev!

Get Ventury

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