DevBlog – Map update, AOE damage, Steam update

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Two weeks passed since the last DevBlog update and I’m sorry for that. I’m sure lots of you are waiting for more updates on Steam release since you’ve preordered the game and I have some good news about that as well.

In this development blog post:

  • AOE damage implemented
  • Reservoir map update (map from the early demo preview)
  • More polishing and bug fixes
  • Overworld and profile system updated
  • Steam submission resumed

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DevBlog – Checkpoints, portraits and more checkpoints

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I have some great news for everyone that kept dying and cursing in the Courier of the Crypts demo preview – checkpoints! I’ve implemented them and they are working now more or less. I also have some great news for those that don’t like checkpoints. Matej did an impressive update on the portraits as well.

In this Development Blog post:

  • Checkpoints and all the problems I had implementing them (technical details)
  • Consequences of dying and respawning at the checkpoint
  • Portrait updates and dialog preview
  • Ghosts arrival changes
  • Other changes / updates

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Screenshot Saturday – Crypt jail cells

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Check out animated version here
This is a tiny piece from the new map that I’ve started to work on. Players will venture into the Crypt jail cells where they’ll learn more about the cultists and their agenda. You know, crypts doesn’t really need jail cells in the first place but cultists does.

DevBlog – controller support, map development, relics & future

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Week is around and I must say that I’ve done lots of progress:

  • Map development & tiny details
  • Full controller support implemented
  • Resolution issues & solutions
  • Relics
  • Future for the Courier of the Crypts

Dig in my friends ;)

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DevBlog – details & maps reconstruction

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

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.

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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? :)

Let me show you some stuff then.

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

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Wednesday Recap #29

Hello everyone, I hope you’re having a great week so far. Great or not, I’ll try to make it a bit better with this post, ok?

Last week I left you empty handed because I was studying for the exam and there was not much progress done except the one for the trailer which is TOP SECRET for now. I’ve passed 1/2 of the exam (oral part left) so at least time wasn’t wasted.

To get your attention – have you seen latest screenshot? The one titled Disembark that I’ve posted this Saturday? Here, this is the one:

Courier meets the mummies with some "friendly" oil urns after his disembark.

Courier meets the mummies with some “friendly” oil urns after his disembark.

Question that will be answered: Why is trailer taking so long?

Those who follow me for a long time already know that I have lots of things planned, drawn and designed but I don’t have everything implemented in the game. Far from it. Normally, I’m implementing stuff while I work on the maps. I do have prototypes for most of the stuff but prototypes aren’t enough. That means I’m implementing stuff and building parts of the maps just for the trailer right now. No harm is done though for everything will be used in the game as well later on. Except for the delay, that’s the minus here and I’m sorry for that.

Animating the big fire dude

Pixels here, pixels there, pixels everywhere

Pixels here, pixels there, pixels everywhere

Courier will meet this fire dude at some point and you’ll be able to see it in the trailer as well so I had to take my time to make some animations for it. It takes some patience and lots of time to animate pixel art stuff, especially big stuff like this one. I’ll show you only idle animation for now ok?

More stuff

Here are few more stuff that I was working on this week. Let me remind you that this is not the final quality of the game. I’m far from polishing phase so…yeah. You know ;)

Ahoy!

Ahoy!

Deadly-fiery-explosion spell that will be casted by some deadly crypt dweller

Opening chests was always fun right? I’ve done some slight improvements but I’m still not entirely satisfied with it. More shiny lights and treasure next time.

Opening the chest

Question that will be answered: Soo…when is the trailer release date again?

When it’s done! No, seriously, I’m doing my best – it’s over 50%, music is shaping pretty well, visuals are there and people say it’s not “THAT” boring so far. So, I guess that’s it for you. I would like to say next week but I won’t because I don’t know what problems may arise.

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Windows Movie Maker now, I’ll need something else later

That’s it for the week. I hope you’re satisfied with the gif animations and that lots of text didn’t bring you down along the way. Have a great week on and enjoy the weekend ;)

Screenshot Saturday – Disembark

Courier meets the mummies with some "friendly" oil urns after his disembark.

Courier meets the mummies with some “friendly” oil urns after his disembark.

This is this weekend’s #screenshotsaturday. One of the maps will feature a boat ride and next to fast water slide you’ll be stopping at some points to do X stuff. At this stop, Courier was welcomed by mummies – not particularly nice welcome anyway.