
I've recently released on YouTube a new track part of the game's original soundtrack.
I have yet to choose how this track is going to be used, but chances are that this track will be used in a cave-like level (mainly due to its title)
If you got any type of feedback, don't be shy! I'm always w…
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Last week was a modelling one. There aren't a whole lot of new mechanics but it was still a productive week nevertheless.
Custom FontFirstly, I've previously talked about creating a custom font to display some of the GUI icons.
Well, with the use of FontForge, we were able to add vectorial ar…

Last week didn't have any particular theme, although it still was a busy one...
StatusesFirst off, all statuses now have effect textures. these are really abstract, but nice to look at.
(From left to right: Bleeding, Burning, Damned, Frenzied, Frozen, Knocked Out, Poisoned, Paralyzed and Stunn…
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Last week I've worked on implementing statuses in the game.
To put it simply, statuses negatively affect entities. Things like poisoning or bleeding, for example, will continuously dish out damage for a specific amount of time.
StatusesHere's a list of some statuses and their effects.
Keep i…

Last week I've worked on two things: Foods and Activated Items.
I can safely say that my goal was achieved, and even surpassed.
I've managed to add three working Activated Items and a whopping 9 foods in total.
So let's dive right into it.
Focus system crash courseBefore we dive right into a…

In my previous update, I've said that the next step would be to integrate relics in the game.
I'm proud to say that I've managed to implements some of the plan…

I've decided to change the frequency of these updates: most of the times, I just do some minor updates and graphical tweaks here and there. Therefore, if I do these updates weekly, then I'll have a lot more content to write about.
So, yeah...
Last week, I've been working on adding many differen…

During the past days, lots of shaders were updated and other visual things did too.
Firstly, I've added lights effects when the crystals get shattered. There's also a burst of particle emanating from the broken crystal on impact.
Also, enemies now leave a ragdoll corpse behind when they die. I l…

Today was kind of a slow day too. I've haven't got a lot of sleep lately (thanks little hamster wheel in my head)
But at last, I was still able to add (and also fix) some graphical components here and there.
In short, I've made the first and last rooms of the level more distinct from every other…

Today, I've worked on level exits.
When the player arrived at the last room before, nothing awaited him. He was stuck for eternity on the same level. Kinda boring, actually...
But today this is no more! Now a big Ethernet port awaits the player at the end of the level.
He just needs to jump in …