#Vagrant Strider GDL

1 messages · Page 3 of 1

fluid tartan
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Bon Appétit

sour orchid
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All gone.

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Btw been making more music too.

sour orchid
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yeah in a effort to finish my capsule art i will instead make music knowing this should result in me making logo instead, somehow, but it never fails my brain tends to want to think of what i am not doing...

sour orchid
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taking a rest...

sour orchid
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2 diff fonts and 2 diff versions, speckles and no speckles

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which one, if any, do u like?

fluid tartan
sour orchid
sour orchid
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event based audio is a go

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as an added bonus its supports location awareness for area based soundtrack as well as real time event resolution and is stateful without any real components somehow.

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fun fact: it is a total of 3 lines of code.

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and the class has no constructor just a singleton

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i really like this sort of code. super short and simple but really powerful.

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lo and beholdeth tha powa of the Obejehkt

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oh and it turned out to be a pretty stellar experience too, game wise i mean. having the bgm flip to battle and then as battle concludes it changes to victory fanfare until u pick up all the drops and then will resume the normal bgm, which is now based on location and level. so things like outdoors can sound different from the castle or town. or wherever...

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im also up to 43 new tracks..

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most of which prolly wont get used...

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my piano and guitar skills are slowly improving a tiny percent

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and yeah i still need to set up a bunch of business facing bs.

sour orchid
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I wonder where I can get access to some decent sfx from anime and other well known sounds?

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I tried looking a few times but all I found was garbage

sour orchid
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Ok so the laundry list remains at 13 items all at some level of completed just not 100%. Aside from that I just need to file the biz and get things rolling org wise... but all I want to do is code rn...

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I'm still not sure if this isn't better than the latest version of capsule art..

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Or this one..

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And then between the 2 gold fonts... idk.

sour orchid
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So I have been contemplating the position I am publishing from and reconsidering the style of wording for the copy... professional or independent 🤔

sour orchid
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So I'm basically taking a nice long brain break. As I consider and organize but I think I will make a new video to share soon. I just want to try and tune the boss logic before I record.

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When did tuning code become a brain break?

sour orchid
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But it did. I watched ember city and ad Astra and both were terrible. But they had my attention so I guess the directors did something right. But I also fixed my boss logic a bit. So now I'm just trying to make a few more lil changes before sharing.

sour orchid
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Spent all yesterday and now today working on enemy AI and adding a smidge of UI.

sour orchid
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Argh I can't quite figure out this one issue with handling enemy positioning.

sour orchid
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So I have been working on enemy ai in addition to all the other related systems and I got side tracked yesterday trying to make a drastic change to another sub system related to combat. I also wound up rewriting parts of game,hero, and camera modules... I really should have been posting stuff to show how many things actually have been changed over the last 3 days.. but I have been hyper focused on trying to fix a bunch of tiny little quirks in either behavior or performance.
Some real world stuff has also taken up bits and pieces of my time. Moreso lately.
Plenty remains to do but I think I managed to improve some important underlying things and fixed a few more bugs. Also found some new possibilities ✨️

I'll try to share something good soon. 👍

fluid tartan
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We are waiting aww

sour orchid
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Spent last couple days doing irl upkeep activities. But wound up working another 14 hour sprint last night. Got a few more things fixed.

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Been messing w a lot of diff stuff in code. Posting good stuff soon.

sour orchid
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Knocked a few dots off my todo and changed some fundamentals for increased liquid motion. I'm still not happy when it comes to when I try to record.... so I have been retracing everything and testing for discrepancies.

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Would have been more than 8 hrs but I was delayed for 4 hrs by my X.

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Still workin on it tho...

sour orchid
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The progress continues and fixes keep coming one after the other. Oddly much like how a dev changes their graphics as they start to understand and perceive the true values of strategic decision making thus leading to an evolution in graphic style. Well same things can happen on the code side of things as well. Or any discipline related to the project...

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I redid my todo list and have 8 bullets each with about 8 sub bullets. Each could take about a day to a month to complete. Depending on success levels. But I only really need to knock out the first 2 out of 8 to have things "complete".

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And ready for a release.

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But I still am getting all the peripheri lined up and organized for the exposure side of things. And it's looking like I won't be able to post like this for much longer

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From now on I have to post my stuff on the social...

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But I am still figuring out how it's gonna work. So don't panic. I will be around a lil while longer.

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In case ur wonder, to complete all the bullets, about 52 weeks or more. Based on what I finished in 52 weeks of dev time so far.

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But that's a really rough estimate. It prolly won't take me that long... I am slowly getting faster at getting things done.

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Dealing w an odd mixture of debug, small fix, hot fix, and innovation, overlapped by the learning process and just gaining xp.

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And if I focus on just the vertical slice aspect and only compete what is absolutely needed beyond bullet 1 and 2. It should only take a month or two. To have the code and most graphics finished... I think...

sour orchid
fluid tartan
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meanwhile my 11 tasks i need to do after finishing the inventory to start work on other system

sour orchid
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I knocked out around 11 bullets over the last few days. But it was a mini list I created outside the main list.

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Averaged about 10 hours over three days..

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Non consecutive

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But the progress was worth it. All back end of course but it shows in framerates...

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Well and the striking change to gameplay..

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But I need to fix a few more things and then I can share

fluid tartan
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can't wait tbh

sour orchid
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I promise it will be worth the wait.

sour orchid
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Another 10 hours of work. Another few fixes.

sour orchid
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Clean up is such a pain. It really drains my brain. But I know the reason is plain. So I need not explain.

fluid tartan
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Just Don't make it until the emotional burnout

sour orchid
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It's done along with some new stuff and I just finished adding a new animation which only took 16 hours to make and its still not quite finished...

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But it looks 👍

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U think by now I would be able to draw water a bit faster...

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I rebuilt even more stuff too.

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And I plan on adding a few more new things.

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I keep trying to finish my todo list, but it keeps growing...

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Still haven't done the llc stuff yet either so page is on hold. But hopefully get that done this week.

sour orchid
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Another 12 hours dropped and that much closer to having a polished vertical slice... getting pretty worn down without any breaks tho.

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Basically I have 8 bullets left to really finish out what I started without unleashing more dots.. otherwise there is roughly still around 60 other dots. About 10 that are massively significant and the rest a r e like distant goals on the horizon.

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But now I really have to start filing my pw..

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Basically it's been a terrific amount of clean up and some light refactoring and some on the spot rewrites and debuts mixed with asset creation and updating data sets...

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And there is still much more work to be done...

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But things are looking better. Running smoother and with less bugs.

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Oh and there is a lot more movement in the world now. But it's still not complete.

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It is getting fairly close now tho.

sour orchid
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Also I was thinking.. is it burn out or worn out?

sour orchid
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Dropped another 12 hours in the graphics bucket..

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It's weird how 12 hours one day can result in a rather large complex animation. Another can yield several graphical changes including minor animation and flyweight pattern special case version, and yesterday's no animation just a lot of shaping and shading...

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And it's still needs moar!

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🤷‍♂️

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Honestly I could sink months into graphics...

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But that's not really the point.

fluid tartan
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Just think what do you want it to look when you are done. I better would look the best

sour orchid
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Working on it. Dropped another 12 hrs and still not quite finished...

sour orchid
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Not that it's much but I had a substantial win today w getting my bridge to look more Bridge like for the main entrance of the castle.

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It only took 24 hours over 2 days or there about...

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But that's another bullet in the bucket

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And seeing it in the level now. Mmmhhh. I can't believe I didn't fix this sooner..

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Altho admittedly I have 1 failed attempt in the past.

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I only need a few more finishing touches to have something presentable for demo /marketing purposes.

sour orchid
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Ok so spent another 12 hours and for some reason things just kinda clicked and I was able to make a lot of small changes that had a pretty big effect overall. UXwise... otherwise it's all fairly invisible work despite having made a bunch of changes and addition and fixes.. the nice part is things are starting to look fairly finished. So I made another short list after taking inventory of what remains of these tile art fix/updates. 9. Left. A handful are complex the rest are simple fix or change. So maybe a day or 2? Although I am pretty worn down at this point and really need a day off.

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Apart from that I have 6 code related things I want slash need. And then outside of that remains the big 8 to finish everything up. Which prolly cover some of the short lists tasks...

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Otherwise that's is it. For completely the beta.

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Hard to say how long it will take but it's coming soon.

sour orchid
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Only a handful of tile animations left and then it's just tile updates and code... aside from formation what not.

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And of course filling up the data troughs.

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Getting a lot closer to being finished suddenly.

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Idk... just worked a lot.

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And the initial plans were surprisingly well laid. So what could and was a bit problematic actually has meshed almost perfectly.

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And gameplay... it's beyond what I could of hoped for but still has so much potential...work...

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I might have this thing wrapped sooner then I thought but there is still a fair amount to do... so still kinda tough to be specific on time. Especially since I am still learning...

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Suffice to say, graphics have been updated a smidgen. But it's a good smidge.

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I find posting more than thoughts to be a bit distracting but I will try to post something more than words soon.

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And the envelope continues to be pushed in all areas of dev.

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What's left on the short short list XD

fluid tartan
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Frog

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Nice shirt btw

sour orchid
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It's a good shirt.

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I am exhausted...

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I have been animating and creating for days now..

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And there is still more to do.

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It's a good thing I like doing this type of work..

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Not sure what it's called but I'm stuck in a fez dev loop.

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I keep trying to finish the components and they keep getting more complex.

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Much like how I animate or update a few tiles and then it starts a chain reaction of other updates becoming apparent and thus needed... and then creativity gets sparked and the idea machine whirls into life... next thing u know u have redone large portions of your whole spritesheet rather then just finishing the sprite work...

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Either way. I continue to pursue a vision.

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Quite a ways still to go but it is progressing...

fluid tartan
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yo

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is it me or looks sicker

sour orchid
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Good! work is working 💪

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Hiya.

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Most things that should move now do too.

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Like fire and water and smoke...

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Mostly just trying to get continuity at 💯

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And fix perspective and color.

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While introducing richer elements..

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No big deal.

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Just gobs of time...

sour orchid
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Plenty more todo.

fluid tartan
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still i like how it does

sour orchid
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Thanx!

sour orchid
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So most of the fixes are now complete. I managed to redo my castle layout a bit too. Which it needed. 🤔 just a few more fixes, changes and updates... and it should be ready to play.

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Mostly it's a lot of fine grain tuning of player / data flow.

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Limitless freedom can be such a bother when ur planning for things to happen at specific places and u like the camera to be positioned relative close to an exact position...

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And yes, that's what events and such are for. But there is the initial outset and inset to consider as well.

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And that is the tricky bit

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Getting the player to arrive at a predetermined point without any force.

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Only a handful of edge cases remain and they are dependent on decisions I'm still debating..

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Otherwise. Lots of tidying has been done but alas there is so much more code and assets that are required to finish...

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I will say this tho. This game is starting to kinda rock.

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Like testing is becoming a bit distracting.

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So I think I might have something good developing.

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It is also bad too tho.

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And a bit neutral as well.

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🤷‍♂️

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😎

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Se la vi

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Not a bad learning experience , Def will do things diff next time. But let's not get ahead of ourselves.

sour orchid
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More detailed fixes was the bulk of yesterday's 16 hour work day... but also completed a lot of the preliminary clean up and polishing of what I have so far.

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So basically a few more things on one small list and then all that's left is the big list of 8 in 64. Which I have knocked out somewhere between. 10 and 20 of... so yeah. Progressing!

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And of course I keep seeing where I can add and extend. So I have a wishlist that I keep adding to for extra special stuff.

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And then there the formation stuff...

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Just need to figure out and decide a few things and that should be ready to move forward.

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Essentially yesterday consisted of taking the remaining parts of level 1 and completing the layout, design, and fixing positioning for data flow. And making it looks good.

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I want to say that this makes roughly a month of time spent on all the above. And only just this week am I finally liking where things are at finally. Admittedly it could be way better bit for my first attempt? Meh. If it runs and works and doesn't look awful, I win.

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And it's doing that and then some so.. yay 🥳

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BUT still a ways to go before it's party time.

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It is getting much closer now.

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Best part of all. I saved all the best work for last. So as my batteries start to overheat and melt my passion will override a lack of rest and pay to see the project is completed irregardless

sour orchid
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Ok reviewed my notes and lists. The total left is less than half of the original. With a total of 31 bullets. Mostly regarding UI. And UX. Remaining. To have a ready for release demo and completed beta.

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And rough 10 wish list items. I am still debating the implementation of..

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Otherwise the rest of the work is mostly audio and data entry/writing. To beta. There are many things that will be in the beta but won't be activated most likely.. well see.

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Depends on how fast I learn.

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And motivation levels.

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Plus resource levels.

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I'm guessing around another month or two but could take longer?

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And yeah it all relates to scope.

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Things like I am going to make all my menus here real soon. But should I make the menu I envisioned orrr do something like skyrim and save a bunch of time...

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E.g. the menus are just an overlay with text and some lines and some image windows

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Versus drawing all the elements and ordering them visually..

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Lots of these kinds of decisions make it difficult to forecast production

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But I am starting to pick up on a sense of balance that comes from experience for the right mixture of art versus utility.

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Finally I still need to code the actual game system... yup. Everything so far has been just the setup to it. But everything is almost in place, soon will begin the bestest part of all. Making the rules and logic that drive gameplay and player evolution. Stats and skills and points and lists and levels, oh my!

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All that tedium is finally starting to pay off.

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On both sides of the project and my xp level.

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So I'm feeling pretty good, but I will need a break after this is done. I prolly won't take one, but yeah...

sour orchid
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Making outstanding progress. Finally uncovered this one mysterious issue I was having... and it has led to unlocking all these other bits that were slightly misbehaving part of the time... I fixed most of it, but I'm going to bed after a short break. Hopefully tomorrow if I am victorious I can post some results.

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The issue is tied to the heart of why I haven't been posting..

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I couldn't get recording at 60 fps to look correct, like when not recording...

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But it's almost there now. Just a bit moar.

sour orchid
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Basically it would seem things have come full circle..

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And I have determined, while my game system had some wonkiness and a few bugs. It was my os mainly drivers that continue to cause display issues like screen tearing. And slowdown when recording 60 fps. The hardware is just meeting reqs but the driver is just not up to snuff or I should never have bought a pony gpu.

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Either way I think I have a mediocre work around for the time being..

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So 1 bug fix led to about 10 more and uncovering the true behavior I was searching for. And perffff went zoom a gain.

sour orchid
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4 vijeo

sour orchid
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So.. uhmm. I pulled at a loose thread and some more things just fell into place.

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Checked my mega list... somehow it's down to 4 items.

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So that leaves roughly 32 things left to do.

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Most of which is UI and data.

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But some art remains too.

sour orchid
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3 days.. of adjusting and tuning 5 different components, most of state mgmt, and another camera revamp... and it's still not quite what I want or like. Altho it is close...

sour orchid
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I think I got it. Finally. Will post some first looks at the new deal.

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First I need rest.

sour orchid
sour orchid
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Meanwhile would love to hear some feedback on the new camera.

sour orchid
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Ok so I should have a store page link soon.

fluid tartan
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Yay

sour orchid
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Not much longer.

sour orchid
sour orchid
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Ok so nothing to update beside i am alive and sort of well... and still plan on finishing this thing soonish. Meanwhile i have been busy IRL. hence the absence. Otherwise. Hopefully progress will resume shortly hereafter.