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Hello! Today I bring you the 3rd weekly devlog video for The Archer.

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Hello! Today I bring you the 3rd weekly devlog video for The Archer.

Here is the summary of the things I worked on this week:

  • Blasted through the "tutorial" level. This is probably the fifth time I've made it, but I think it should be good for now.
  • Got input disabling and enabling properly during and after cutscenes.
  • Got started working on the new version of the website.
  • More work on the new version of the website.
  • Got a facebook page up. Feel free to "like" it if you are so inclined!
  • Made it so that NPCs turn and face the player wherever he is.
  • Added test lightning effects.
  • Did a bunch of depth-sorting so that now the raindrops are properly illuminated by lights, and particles draw at the right depth.
  • Fixed a small bug with the camera when changing rooms.
  • Redid the way grass tilesets are structured, and reworked the red moss/grass.
  • Added a new type of grass and reworked the original green one.
  • Smoothed out and retiled Route 1 (the tutorial level). I'm gonna be using the pokemon name scheme for the levels between dungeons and towns.
  • Added a room called "rm_tl_trunk" which connects Route 1 to Tilia Lea, and started tiling it and adding npcs.
  • Did some work on ropes. They can now be split dynamically with arrows.
  • Gave different collision boxes to arrows in mid-air (just the arrowhead) and arrows that have hit stuff already (the whole shaft).
  • Finally took some time to actually gain a thorough understanding of the grandma engine, and cleaned up the player/npc/enemy movement code as a result, and added in movement behaviours for ropes and water.
  • Tuned water movement pretty thoroughly, now I just need to add animations.
  • Fixed a bunch of small things here and there, and did some more tiling.
  • Made a bunch of sprites for different light emitting doodads.
  • Cleaned up the light doodad code and added a parent light doodad object.
  • Added in destructible lights.
  • Made lights hang on ropes and fall if the rope gets cut.
  • Started working on instance deactivation for objects outside the room, since lights were causing a bit of slowdown. A few bugs introduced, but nothing that can't be worked out.
  • Made explosions split rope.
  • Started working on fire.
  • Made ropes have frayed ends when split.
  • Destructbile blocks can now catch fire and blacken over time, and arrows stuck in them get destroyed when they do.
  • Did some random and crazy experiments for different environments.
  • Experimented with blurring background elements to simulate depth of field. I like it, but I might tone it down just a little.
  • Fixed a couple of animation bugs.
  • Extended Route1 to the on the east side. When I made the room over 8000 in width, my lighting system blew up, but then I figured out how to limit it to just the cameras view so its fixed now.
  • Started working on a cave environment.
  • I noticed the moon had drifted away when I changed the resolution, so I got that back in order.
  • Made some design progress with the cave level, which is between Tilia Lea and the first dungeon.
  • Fixed a small conversation bug caused by the instance deactivation code.
  • Reworked the ground tileset.
  • Redesigned cave level.
  • Split moving platforms into hard and soft version, soft which acts as a jumpthru platform, and hard which acts like a square block.
  • Added a few variations on the flower/mushroom sprites.
  • Started working on this week's video.

You can check the links below for more information about the game. I'll see you next week!

-Gabe


The Archer - Offical Website: Gabrielverdon.com
The Archer - YouTube Channel: Youtube.com
The Archer - Facebook Page: Facebook.com
The Archer - Daily Devlog: Forums.tigsource.com

Twitter: Twitter.com
Blog: Blog.gabrielverdon.com

Antoine Gersant on twitter: Twitter.com

Post comment Comments
CumQuaT
CumQuaT - - 776 comments

I love the soldat-esque theme of this game! This is one person you'll have buying this when it comes out!

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Posho
Posho - - 85 comments

Lol! Look at how much you can develop in a week.
And I took 180 days to reach the Alpha version of my game -.-

Being a student sucks, a lazy student.

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GabrielVerdon Author
GabrielVerdon - - 23 comments

Haha, don't worry about it man, being a student is one of the funnest things every, you should just enjoy yourself :)

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Daye_Williams
Daye_Williams - - 29 comments

great to see this game on here so i can tell you how beautiful the lighting is in this awesomity. Def tracking broski

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SolidFake
SolidFake - - 1,200 comments

not disappointing, like usual

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GabrielVerdon Author
GabrielVerdon - - 23 comments

Hahaha, you mean my videos are usually disappointing? Or the opposite?

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Sph!nx
Sph!nx - - 722 comments

Looks mighty awesome. Tracking this!

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GabrielVerdon Author
GabrielVerdon - - 23 comments

Thank you sir.

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