While doing written blogs over at BesusProductions.com, I had tossed around the idea of creating a more free-form video development blog where I could actually demonstrate different gameplay mechanics and features that I've implemented while giving a more in-depth at the inner-working behind them. With that, my video development blog series was born. There are currently 5 videos in this series over on my YouTube channel which were created prior to creating my IndieDB page. For your convenience, I have compiled all 5 of them in to this single article.
The first in my series of video development blogs giving as behind-the-scenes look at development of Besus: Journey for Vitality.
Highlights include: logic behind the updated wall jump mechanics, a new power-up card and the ground slam ability that it grants, and (largest of all) the new swimming mechanics!
Highlights include: updated swimming mechanics, new animations, abandoning Playmaker for good old fashioned C# scripts, progress on my first actual scene, and my failed/abandoned attempt at a "dynamic" ledge grab system.
Updates focused-on in this volume include: health pickup, save/Load system (with potential for infinite save slots), falling (timed) platforms, level-specific powerup card activation buttons, dialog system, fall damage (varying amounts depending on height), differing level start points (if entering the level from a different location), and general level development progress.
Highlights in this volume include: texture-based footstep sounds, improved/expanded dialog system, scene-workflow and transition changes, a new Firefighter Powerup, and a water-level control button/system.