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Game Designer & Producer for @Buckgame. Works at @Wavelnteractive Games Studio...Nanu Nanu

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Shop UI

It's been ages since I've update my blog. Let's see if I can keep it up.

Today I'm working on implementing our Shop UI, FINALLY. We had some bugs holding us back with the shop and further level design progress. Things are picking up, slowly. Here's how it looks in-game:

Any screenshotsaturday or post on Twitter or FB we'll be posted here as well but with a bit more bitching and explanations on my part.


We're crunching to get that demo fully operational for Kickstarter.

Made some good progress on the Loot system:

BuckLootGIF

02:00AM blog post

Gal.K. Blog

Seeing how I can barely see what I'm typing I think I'm gonna hit the bed. But before I do that I want to upload a .GIF that I'm very excited about.

As we're working towards our Kickstarter in Mid-April the demo is coming along nicely. We've just added what I was waiting for a veeeeery long time: the combat system. We have basic AI, initial ranged weapons and dodge.

What I'm most excited about, however, is the newly added STAMINA BAR.

I've been playing with scripting enemy behavior, damage and values while trying to find that sweet-spot of Stamina feeling good in the game. From a design aspect, I feel that Stamina should feel powerful when you have a full bar of it, but stressful when you know your next move might leave you without a dodge for a second and a half.

Here's a gif of the tests I'm doing:

via GIPHY


G'night folks.

Sometimes me and my brother add characters that we both invent on the spot and fall in love with. This is Harry and he plays his Harmonica.

We added this guy in during a recent sprint we did to add tons of NPC's into the mission hub area of the game (Westown).

I just said: "Hey, remember when we used to make music? you played Harmonica, why not add a dude that plays Harmonica into the town?"

Adi loved the idea and here we are:

HarryHarmonica


Just finished making a new skin for my main man Hyena,

Definitely my personal favorite among all of our enemy characters.

HyenaLols

It's Thursday and I want to upload this .Gif of Buck.

This is one of my favorite animations. We might try and add a 'slow motion' effect when the last enemy in the combat zone dies, could be cool.

Check it out:

Gif Buck BonesReload

It's January of 2016, the year that we're aiming to launch Buck! I'm scared shitless! YAY!

Anyway, I'm just testing some in-game animation behaviors for one of our Marauders.

Check it out:

Gif Marauder Anim Waiting

So I'm working on the enemy that I'm pretty sure everyone is going to hate, but for good reason. These guys attack the player from a large distance, they will try to avoid Buck as best they can by re-positioning themselves quickly on the battlefield and immediately start attacking again.

They attack by throwing sticks of dynamite which will detonate soon after landing. This will cause some serious damage and knock back to Buck.

From an animation standpoint they were fairly simply; not many bones and textures to handle.

Here's his attack animation:

Enemygif desertfox attack

So on a rainy Saturday night I decided to make a quick post before my friends arrive for a long evening of HOTS.

I loved animating these big dudes. They do not have 'stagger' animations and their attacks can't be canceled. When their health reaches ZERO they play this animation:

Jugger Death

This week i'll be starting to animate Buck's first Boss character. Can't wait, he's attacks are hopefully going to look as awesome as I see it in my head.



So off we send another empty blog post to the depths of the web.

Worked on our Caracal's attack animations. I'm really happy with this one. I've always wanted to use a Caracal in our game. They fit the desert theme of the game while having those awesome long ears which just give them a very sinister vibe.

Perfect candidates for our "Deadeye" Enemy class. Long range, do not attack in melee range and constantly try to maintain their distance from the player.

Love 'em.Caracal Enemy Gif