Wednesday Recap #26

I have everything I’ve promised over all the social medias except one thing – gif animation. I didn’t have anything “cool” to show so I rather left gif-recorder alone. So let’s see what Courier brought to you this time:

Development video – timelapse from the map editor

I’ve made a random room in 12 minutes just to show you how does it look like to make maps for this game. There’s nothing special, no triggers, enemies, pickups, events so you should consider this pure basic – tiles, lights and collision. You can imagine how long does it take to make one long proper map with puzzles, proper enemy and pickup placement next to all the crazy events I can do with the editor. Oh, and there is pencil’n’paper map design before all that. It’s time consuming and yes.

New screenshot – floating stuff

Courier of the Crypts - floating crypts

Didn’t you know that stuff in the crypts float?

That’s still WIP – I like to do nearly ok gfx and map design and leave it for polishing days. Basicly, There are few places that simply float. How and why? I’m not sure yet but I’ll find some reasonble excuse ok? These road-floating-stones will be constructed when you get close to them. Yes, like in Bastion with few minor differences. I’m programming those moving stones tomorrow.

New tiles

Cotc_NewArtLike I said in the previous post, I’m making new tiles for maps in the map creation process. If I miss something, I make while making the map. Here are few new pieces I’ve made for the 2nd episode. And you can see more on the above screesnhots.

Web page progress

Most of the design was finished last week and all other stuff (programming, scripting, css etc.) are proceeding absolutely perfect. Everything is almost done and all I need is to put in some serious content including first official teaser, which still needs to be done.

There are some cool gif animations and mouse-overs on the site which I want to believe are true eyecandies. Don’t worry, you won’t see anything like this there.

Programming

I was doing huge changes on map editor side because it was nasty and I mean it. When I’ve made it I thought “ehh, it’s not perfect but its OK. Why wasting time on it if it’s usable“. When you’re using some tool for a long time you can easily see it’s flaws and my map editor had lots of ‘em. Safety belts, shortcuts confusions solved, code more organized etc.

Next week

I’m already working on a small build for Zdravko (composer) which should be done by saturday because I’m leaving for short sea-side vacations because I’m not sure when will be the next time I’ll be able to afford that. I’ll take the laptop with me anyway since I have to prepare some material for first official teaser showing some gameplay and different enviroments – you should look forward to it.

So – programming, art, teaser material. That’s what I’ll be working on with three words :)

I’m afraid I won’t be able to do next week’s recap because of my absence but if I get something good to show I’ll make a post and schedule it for wednesday so I don’t leave you empty handed.

Have fun everyone!

Wednesday Recap #22

I’ve skipped one wednesday recap but I didn’t leave you empty handed. Last time I did a nice post featuring first music pieces for the Courier of the Crypts (and video with the scenes from the game to accompany the music) – check it out here.

As most of you know I’m working on the short playable demo to get some feedback. Demo will include storyline map + 1-2 fully playable maps. I still need some basics done like audio system as well as maps. I can’t stress enough how important is the ambient and just because of that it takes time.

Audio Editor

Since I’ve decided with Zdravko to add special effects like reverb, distorstion etc. and audio editor so we can test and add sounds to the game without coding I put some extra time into that. I wrote Sound Editor in C# because working with custom UI in C++ is pain in the ass. I’m using primitive method – I save everything to file which is then used in the game to load / reload sound data.

soundeditor_cotc

sound editor preview

I found one problem along the way though – saving structures in C# and using them in C++. I’m quite a n00b when it comes to C# and therfore I’m not familiar with all the tricks. One evening I left the issue alone and moved back to map design. I found a possible solution to that but I yet have to implement it. Game part of the audio is mostly done as well as sound editor. Only thing that has to be done is connection. Next week maybe?

More pixels

I do more pixel art when need for that arises. I don’t have huge list of stuff I need to pixel for the maps. I have rough list that I do as soon as posible but after that, I just go and start making maps and if I need something, I place those pixels around. Here are few pices that were done.

cotc_morepixelscotc_staringLevel design

I was pimping out a map where you get your torch and…anyway, here is the animated gif just for you. You saw this scene before but not in animated state I take it? And there is a stained glass behind the old man now. Also, walls got higher and changed.

This map still has some sequences that needs to be scripted so I’ll be doing this next (right after I finish that audio system anyway). It’s interesting in game development how simple can a scene like that looks like yet I have to write a dialogue with the old man, make that moment when you grab a torch special, move that old man to unlock the doors when you pick the torch…well, you know, it can take lots of time. Lots of time for 1 minute of gameplay. One learns to appreciate games that way.

We’re having a small Slovenian Game Developer event and I’ll have short presentation of Courier of the Crypts from start to the present. I’ll make a video of changes through many builds. That should be fun :)

Until next week everyone – work and play hard!

 

Short updates – fixes, changes, additions

I hope you liked short development video about pixel particles. Now, wait few months for next video. Nah, just kidding. New video is coming quite soon but until then I have short updates for you.

  • spike traps remastered – sfx, gfx and mechanics so I can make interesting patterns
  • when you walk in water Courier’s feet goes under water so it looks more realistic ( for pixelated world that is)
  • checkpoint implemented
  • new deadly mechanisms (traps, devices…) designed and yes, you’ll hate them
  • pixels freshly new and some of them remastered
  • spring code cleaning and filling memory leak holes

As you know, all pixel art had to be fixed from 32×32 to 40×40 resolution but I haven’t done all of it yet and I’m changing everything step by step. Before I had this simple exit that wasn’t really standing out so I’ve decided to do something more majestic for Marble Halls part of the game. Something that you’ll be happy for when you see it in the distance hopefully. Here, look at the comparison between new and old.

new

old

 It’s still not finished for I have to play more with that light shining out of the lower level. Maybe some nice glow with some pixel particles would do great. We’ll see what inspiration brings. What do you think?