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

igm

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! :)

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.

TrailerInMaking

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 ;)