Saturday, 4 July 2020

CompuPanicQuest2020

So I finally decided to take the plunge and build a new work station computer. To be honest my current computer is still fine, but the current world affairs have left me a little uneasy, so I decided to update things that will need to be updated eventually.

I went with a ryzen9 build and will be trying out Linux as the OS. I don't see myself running into any issues as I only need it to run my development programs.

I've been working away on game assets for the last few weeks for the project I have planned as outlined in the last post.



I'll be using her as the player character for the time being. I was thinking of making this game like Brave Soul (an old action RPG of the erotic variety). But I don't want to get ahead of myself, so I'll stick with the basics.

I have a few more things to work on to make the model functional, then I'll work on isometric tiles.

Thursday, 11 June 2020

Status update 6/2020

It came to my attention recently that tumblr has ghost banned my blog. Therefor it is pointless to keep posting there.

In this time of mass censorship it's best to have another platform. I signed up for a Wix account to try it out since my web hosting finally expired. Wix seems user friendly enough and its drag and drop interface will allow me to avoid having to re learn html. I haven't gotten around to building the site, but will post when I do.

And in game dev news.....



I hit another wall. The problem is I changed the way animations are played from the tutorial I was following and created a new problem for myself. Instead of a top down view I went with a side view and the tutorial uses a nav node in Godot by rotating the node in the direction it's going. I'm sure there is a solution out there, but I'm going to change gears and try another tutorial instead of trying feverishly to solve this problem. I just don't understand the nav 2d node well enough (yet) to start attacking this in a constructive way.

So before I loose my drive I'm going to take step back and work on anther tutorial. This one is a Diablo clone. It has a section on nav 2d and it looks like it implements it the way I wanted to. Anyway I'm going to create custom assets before I do the tutorial that way I can actually release something after I'm done.

Sunday, 31 May 2020

Art-o-snek

Alright, now that I got my political rant out of the way (see previous blog post), I think it's time for some game dev update news.



I've been back to work (day job) in some capacity since Monday so my time once again has to be rationed.

Most of the basic artwork I need is already in the game. Art assets that I'll need to add are HUD elements and loot to snag (I insist on some furniture too), but nothing as complex as animated characters.

I was debating on how to handle the clothing destruction and how it would effect gameplay. Originally I had the idea to have the guard chase the player and grapple causing clothing destruction progressively, ending the game if the PC has no cloths on. But that would fundamentally change the gameplay and cause me to have to rework the guard AI which is something I don't really want to do in this project.

 

For now I decided to just make obstacles that will progressively damage the players sneak suit. After the suit is gone, the player will be easier to spot. Basically like consumable armor.

There are some noticeable clipping issues at the PC's hips, this is due to poor deformation and me not using a mask on the players body mesh during rendering. There is also some weird artifacts when looking at the PC's back, I have some ideas what is causing it, but I'll have to look into it later to be sure.



At this point I think I'll keep reverse engineering the tutorial this game is based off. Now that I don't have as much time for hobbies I want to keep feature creep at bay.

Anyway that is it for now.


PS: I forgot to put this is my political rant so I'll just drop it here.



Say no to Communism folks. It's a beautiful concept, but it's just not humanist and fails in practice.