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Category: Development

DevBlog – new character portraits in development

DevBlog – new character portraits in development

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Back in November, when I released a demo-preview version of the game lots of people tried the game out. Most of the comments were extremely positive but there were also some critics among which, the most common one was about the character portraits. I’ve promised you that portraits will be remade and so I went on a quest for a character portrait (pixel) artist and I found the perfect one.

DevBlog – main menu preview (video)

DevBlog – main menu preview (video)

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In the last few days I was working on the main menu for the first time next to some other stuff. I’ve always wanted to have a menu with great ambient where players can get immersed instantly. It was a tough call what to make for the first thing the player will see but after few sketches and mockups I came up with this idea.

DevBlog – details & maps reconstruction

DevBlog – details & maps reconstruction

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Hey everyone! First of all I would like to wish you all a happy new year bigsmile

I haven’t posted anything in a while because I was still relaxing and working on the game or better said engine in silence. There isn’t much progress game wise but due to changes mentioned in the previous develoment post I had to reconstruct some stuff along the way.

You may have noticed that I didn’t use Wednesday Recap in the title this time and most likely I won’t be using it again in the future because it doesn’t make much sense if I always miss wednesday, even if for just few hours.

Engine update – Textures & Sprites

Engine update – Textures & Sprites

Framegin Update Blog Post Banner

With early preview demo release of the Courier of the Crypts I found out there is this rendering bug on some systems where stuff got rendered over the player sprite while it should be under it. Z-rendering & sprite ordering were playing tricks on me.

I was relying only on Z value of sprites instead of drawing them in the correct order. It worked on most of the systems but sytems with integrated graphic card had the mentioned problem. I had to add sorting to the sprite manager and I simply removed
disabled the Z-rendering since I don’t really need it for the game. I also used this chance to change and add quite some stuff to the engine.

Wednesday Recap #32

Wednesday Recap #32

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You might have heard that Kickstarter date for the Courier of the Crypts is revealed. I’m yelling around about it for a week now. Because preparations takes time I’ll stop with the weekly recaps until the campaign. After that, everything will go back to normal. So, no more recaps for 1 weeks but don’t worry. Instead of text blocks I’ll supply you with image material. That’s cool right? smile

Let me show you some stuff then.

✰ Sewers ✰ Tentacles ✰ Pathfinding ✰ Torch/Health bar ✰ Secret Areas ✰ Screenshots ✰ Much more ✰

Wednesday Recap #31

Wednesday Recap #31

Hello everyone. I’ll keep this report quite short since I was working a lot on the details (polishing…) for one of the maps from the demo. Don’t worry though, I have some cool stuff to show.

Animated goodies

On your way to the crypts, you’ll pass some wicked and cool stuff along the way. This for example, is the village church near the crypts where you’ll pass a silent and staring grave digger. Church bell is ringing, mist is crawling around…it’s quite an ambient, I can assure you.

 

 

 

 

That’s one part of the polishing I’ve done. My weakness is to polish stuff to the point where 99% people won’t see that tiny pixel flying around yet I’ll spend lots of time on it.

Of course, this is far from polished but I like it so far and I’ll leave it like that for a time being. What do you think? How does it feel?

Just remembered that I forgot to animate that spilling lava texture. Woopsie!

Map editor craze

I was talking about huge number of objects in the maps many times, how the connections work etc. I’m already working on the standalone article about that but for now, I would like to show you something. Map I’ll show you counts 491 objects so far and I don’t even dare to check how many connections. This is only a piece of the map I’ve mentioned. Check out how it looks like with all the connections and objects.

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 If you want a more detailed view, click on the next screenshots.

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If you check those screens you’ll see there are many different types of objects. More of them I make more freedom I have with the map editor. I would really like to release map editor after the game release because I would really like to see what players can make.

But you know how it goes – more freedom, more possibilities and more problems.

Kickstarter

I’m on the verge of the kickstarter date reveal but I need few more days to plan things out to see if I can make it. I’m very excited but there is a lot of work for me to do from demo version itself to sending emails, video creation for the KS and much more. Stressful and enjoyable month(s) here I come bigsmile

Wednesday Recap #30

Wednesday Recap #30

I’m back with regular Wednesday Recap! I hope you all enjoyed the new teaser trailer and thank you so much for the patience. You did watch the trailer right? No? What are you waiting for then?

New website
newwebsiteAs you might know I’ve also released a new website that beats the old one 9000 times. If you happen to be a writer for the gaming site then I invite you to visit press part and get yourself some press-kit goodies and learn more about the game. There is also a support part of the page where everyone can help me out be clicking the social buttons and sharing the game around your circles via facebook, google+ and twitter. I’ll add more options over time including.

News

KickstarterIn last few days including right now I’m thinking about the Kickstarter campaign date and it’s hard. I would like to do it asap but I need the demo ready first. I’m working on it and at the best it will be done in 2 weeks. If that works out then I’ll be starting the campaign on November. This is what I’m discussing with myself so nothing is final. I’ll let you know when I decide for good.

Courier of the Crypts mentions

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IndieGameMagazine (IGM) did a coverage on the game and I can’t tell you how honered I am to be on their site.

 

Game was also featured on the ConsoleFun.fr. If you understand french or if you trust uncle google then you’ll understand what they say about it.

Contacting gaming sites

I was sending some emails to the gaming sites to see if they would do some coverage for the game. I was featured on few sites without contacting anyone so this is my first time writing to them and I’m nervous about it. We’ll see what happens but so far it was a nice experience.

Development

  • Tutorial
    keyinteraction
    I always disliked lots of text and pauses and whatnot in the tutorials so after some brainstorming I implemented key tutorial for starters. Eg. key for interaction will show two times in a row then I’ll let player figure it out for the third and fourth time. After a while I’ll show it again and that’s it. I plan to introduce mechanics slowly, step by step from interaction to torch handling.
  • Bugs bugs bugs
    I had lots of fun with bugs in last two days…no, not really. FMOD was causing me some troubles with 3D sounds, animations weren’t playing correctly at some points and hud was popping up even when I didn’t want it to. That and few more stuff with linking objects and triggers. But everything is solved.
  • Polishing
    I did a polishing run on the first map of the demo. Adding details to the map like objects on the ground / wall to the smoke particles in the air, sounds, lights etc. That’s the best part of the map design for me.
  • Adding and editing components to the map editor
    This takes quite some time but it’s worth it and again worthy it. When I’m talking about map editor components I’m talking about those silly objects that I’m placing around in the map editor. More components I have more stuff I can make. One component consists of the object with functionalities and triggers. For example, doors are 1 component – I have to draw those doors, then I have to program them to open and after that I have to set the trigger which tells you when will it activate other objects. You see, every component can be activated by the others or it can activate them. I was thinking to make a new blog post just to explain that system because it’s dynamic and powerful – interesting enough to read about I take it.

Health / Torch bar  <— big changes

It might came to your attention that there is no health bar / hearts in the game. That’s because there wasn’t anything like that – one hit and you’re gone. Through the history of the game people were dying like crazy on simple traps. Maybe I introduced traps in a lame sort of way but anyhow I needed some kind of system that won’t insta kill you.

Torch bar & Health bar

1. Idea – Torch bar serves as a health bar as well. If you’re walking, the light is decreasing but it would also cut it down if an arrow hit you. I was playing with this but then I couldn’t accept it since torch is deadly important and I can’t allow players to lose light just like that –> 2nd idea.

2. Idea (accepted) – Let’s have a health bar…and the torch bar. When your torch is turned off, health bar would be active. This means that enemies can’t get your flame but they can lower your health. If you’ll have flame active and something hurts you, magic flame will defend you at the cost of the light. What’s more important to you, light or health? It’s your choice! Switching between the two will have a cooldown timer so you can’t use the system to trick some enemies.

That’s it for the week. I’m sure there’s much more I forgot to mention but I can’t help it. There’s just so many thing going on right now. Thanks for taking your time and please, if you like what you see, please, share the game with others.

Have a great week(end), until next time! smile