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 on: January 05, 2020, 06:33:18 pm 
Started by Martijn dh - Last post by Martijn dh
Hello again and welcome to the first update post of 2020.
So, I ended up getting the flu mid december, getting knocked me out for over a week. So I didn't quite meet that last self imposed deadline of jan 1st. Also (like is often the case with me) there is some *slight* scope creep going on XD.

That being said, progress still isn't half bad. The boss area has now been fleshed more (as seen in the attachment). It's all placeholder but the core dungeon feeling should be there. Also, the boss is getting along as well. The attack patterns are about 80% done and the stuff around the boss (like spawning, testing, scenes etc) is about 60% done. What's left now is adding the latest attacks, finishing the scenes etc and a whole lot of playtesting.

For those interested in helping with playtesting: the updated expectation is to release a new demo in about 2 weeks time. In it you can spawn directly in the boss area (with upgraded gear) by naming your character "boss". Just to save you the time of going through an hours long game to get to the new stuff.

Progress report:
Code: [Select]
0.22.06 (29 december 2019)
* Added boss helmet damage and destruction
* Added boss damage visuals
* Added boss custom death sequence

0.22.07 (3 januari 2020)
* Designed/updated B05 dungeon area around introducing latest boss battle (up from 3 to 7 rooms)

0.22.08 (4 januari 2020)
* Fixed issue with Helmasaurus death sequence
* Added new object type to force character into 2nd half of Helmasaurus boss fight
* Fixed some boss area tiling issues
* Added feature to skip directly to the latest boss area by naming a new character “boss”. (You'll also get some upgrades you might have at that point. Expect the game to have issues if you explore beyond the boss area because of this – obviously).
* Fixed camera issue after dying while fighting Helmasaurus in stage 2
* Added dungeon goal to appear after Helmasaurus fight
* Redid room to get mines dungeon treasure

0.22.09 (5 januari 2020)
* Tweaked room collision grids
* Added roars to boss AI
* Added new terrain object to trigger condition checks on collisions
* Added some light puzzle mechanics to Helmasaurus area
* Started work on Helmasaurus encounter scenes
* Started work on Helmasaurus chase sequence
* Added a bunch of smaller tweaks and fixes

 on: December 17, 2019, 06:06:52 pm 
Started by Martijn dh - Last post by Martijn dh
Thanks. That really helps me stay motivation.
I'll aim to have this latest boss fully done and playable by the end of the year.

 on: December 17, 2019, 01:12:06 am 
Started by Martijn dh - Last post by Mariotag
No hurry. Certainly looking forward to the finished result though!

 on: December 16, 2019, 09:25:46 pm 
Started by Martijn dh - Last post by Martijn dh
Sorry about the lack of updates these last 2 weekends. The exact same stuff from the last post is still ongoing on so progress has been really slow. I hope to get back to things by the next weekend again though.

 on: December 11, 2019, 12:31:22 am 
Started by Theforeshadower - Last post by Theforeshadower

Contains 2 low poly FBX
High Poly OBJ
Maya file with rigging in the kneeling pose. Controls are all there so it isn't hard to pose it.  Just grab a control and let loose.

 on: December 02, 2019, 05:41:00 am 
Started by Miles07 - Last post by Miles07
FINALLY. Imgur album for LADX Boss Keys charts, uploaded:


 on: December 01, 2019, 09:49:34 pm 
Started by Martijn dh - Last post by Martijn dh
Sorry, I don't have a lot of progress to report currently as I'd like to have seen. Mostly life stuff happen (=work, failed teeth fillings, the dating scene, etc).

Also, I'm trying out some more complex mechanics for the new Helmasaurus boss. Initially I was going to keep it simple to pump out a new boss every month or so, but wouldn't you know it.... It's becoming the most complex boss yet. With a tug of war type of gimmick followed up by a desperation fight. Hopefully I can show it off for testing in a few weeks.

Latest update:
Code: [Select]
0.22.05 (16-24 november 2019)
* Made progress on boss:
  finalised sprites, sprite positioning and retreating

0.22.06 (1 december 2019)
* Extended enemy projectile object functionalities
* Added Helmasaurus fireballs
* Started work on Helmasaurus flamethrower

 on: November 28, 2019, 09:43:48 pm 
Started by Martijn dh - Last post by Martijn dh

 on: November 28, 2019, 01:13:34 pm 
Started by Martijn dh - Last post by Efrainess
I kind of like his arms this way as well. Way scarier. haha

 on: November 23, 2019, 06:51:13 pm 
Started by Martijn dh - Last post by Martijn dh
The arms will eventually be drawn below the mask so please ignore the inconsistency there.

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