This is how it should look!


NOW WE ARE TALKING.

During the last cycle (that is what I have decided to call each 2 week sprint) I have been adding so much, mostly in the tutorial level, and in the cutscene that starts up before it. And now I feel like I can safely say that all the big systems, like shadows, lighting, parallax, chunks and player controller are done! So now, finally, I can begin doing what I love. Just creating shitloads of stuff, making the story deeper, juicing the shit out of the game. All that good stuff. I feel like I can work twentyfive hours a day now (if only school wouldn't keep getting in the way), just because it will be so frickin fun. 

Now, what have I been doing the last cycle? A lot of stuff, so let's go into a bit more depth with some of them!

I began with looking over a system that was just awful. The chunk system I had implemented was made to save some cpu for the people with computers that were less overpowered than my monster. The system I had before was just a script that disabled the children of the gameobject. It was clunky and there was a lot of manual work in getting it working. So I did like I always do and went on a rampage all over the internet to find a better solution. I find some interesting articles and threads about combining sprites to one single texture, but it was not that useful and there was no practical way to implement it, so I went into visual studio and tried to figure out a solution on my own. And it worked! I first got all of the static sprites in the world and made them into an array. Then I made a grid for the whole world and for each tile that contained at least one sprite I added an invisible square. Whenever the player got close enough to the chunk it was turned on, and when the player got far enough away I would just disable it. It is a bit more complicated than that, but it is a good enought of an explaination. Don't really want to write twenty pages about a chunkification script. But anyways, now I had a way to divide the whole world into a bunch of chunks in the press of a button, instead of having to manually add a billion children to a game object. So that was really a good addition!

Looking at the dash, it felt really uninteresting. You just moved quicker during a short amount of time and a sound played. So I had to do something about that. I got out my trusty old particlesystem, and suddenly it got a lot more interesting. But I wanted more! So I snatched a screenshakescript from the assetstore and now it was getting somewhere. Although... the speed of the dash was looking a bit dull. So I tweaked it and I got it to look a lot more interesting than before! But when I was messing around with the number some other parts of the dash got a bit wierd, and it looks a bit too snappy right now, so I will have to do something to make it look, feel and, most importantly, work with the gameplay as well as possibly.

After I juiced the dash I looked at Mollys flight, and it looked super dull. So what did I do? I slapped a particle system and made it emitt when she was flying. Done. Some things are simple. It's nice when it is, isn't it?

Here we go, the thing I want to talk about the most. The cutscene that plays when you start the game. Truth to be told, it is not really a cutscene, more like a dialogue with some images. But calling it a cutscene is much more fancy, so I'm sticking with it. The only cutscene done currently is the first one, but it is the one that I planned to take most of the time, and the one which is the most important, because it has two jobs. 1. Make you like Molly in as little time as possible, and 2. Make shure you know who is who. So I tried to make her as lovable as possible, but also tried to give her flaws, to make her more relatable. And I only have a limited time to make you like her, because (I will spoil some things here, nothing big. Actually it is pretty big. Skip ahead if you don't want it spoiled) you and her will be separetet from each other and you will have to go through most of the game getting to her. If you have ideas of how I can do it better or just tips for how I can do it, tell me!

Until next time, stay safe during corona. Even if restictions are getting slightly less strict, you should still keep yourself safe, because the easiest way to protect others around you, and people that are old or in other ways in danger if they get the virus, is to not get the virus yourself. So wash your hands, be thankful to the doctors and people helping them out. And if you can, help someone out. Stay safe, and keep loved ones safe.

Get Nordic Niefel

Comments

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(+1)

Hey! I finally got around to playing version 0.4, just finished the demo!

(disclaimer: a lot of the feedback I have might be stuff you're already working on)

Random Things

  • The bloom and particle effect when the game first loads is really awesome (The particle fade on HIZUVI is particularly awesome!)
  • The FX in general are sick. The "Molly flight" particles give me Rayman vibes. They're really pretty.
  • The lighting and background art in general is awesome! It's very moody and atmospheric. The way the main character's own lighting interacts with the environment (i.e when you enter the cavern and you dash, the light goes out) is very cool.

Demo

The movement in the intro area feels good! The wall jumping and dashing are both very responsive. It's tough to give more feedback on the gameplay since it feels like the game is currently in the "setup" phase. 

One thing that would greatly improve the quality of feedback you receive: It would help if you released a "Mechanics" demo version of the game.

A lot of story-focused games tend to be light on gameplay content in the beginning. I'd consider eventually releasing two demos: one "story" demo (this is basically just "chapter 1" of the game), and one "mechanics" demo (a faster-paced version with pure focus on gameplay) to tease/demonstrate the actual core mechanics.

For example, if we created a story and mechanics demo for Celeste, the "story" demo would be identical to the first 10-15 minutes of the game as it exists right now: It has some story exposition with the granny and Theo, some cool musical moments, but not really a ton of gameplay. The "mechanics" demo would get right into the action: It'd be a few screens that showcase dash crystals, redlight-greenlight platforms, wall climbing, and maybe dream blocks.

Essentially, I'd love to see more of this game! The dashing platformer archetype is a really versatile one; I'm excited to see what you do with this game!

(1 edit) (+1)

I totally get what you mean with the different demos. I think it goes together with rapidly prototyping and getting the new gameplay into peoples hands asap. The tutorial is some kind of vertical slice,  so people can see the games full potential. After the next update(it's incoming, I just had a lot of stuff I had to add and work on) I will move on to creating a horizontal slice, so the whole world is layed out but with basic shapes,  and the thing i put my effort in is tweaking the enemies and mechanics. I could let you skip the tutorial and get a short version of it, so you can get into the meat of the game faster.

And hey, big thanks for cheking in, it is super motivating!