This week I focused on creating a new level. I want to find out how fast I can create a single level so I can make my planning more efficient. So far it seems like I need three weeks: one to design and implement it and make some art, one to do all the story and make some art, and the last one for more art. Yeah, art takes the longest. No surprise there.
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Given that I've been bugfixing almost all week, I've decided to just post a lot of GIFs that I've previously posted on Twitter to show off story moments from Viola.
Click the 'Read More' button to see them, but it'll be a lot to load. Don't view this on your phone unless you want to eat up all your data. This week was all about expanding spells. The spell menu during battle scenes is now dynamic: rather than holding one spell of each category it can now hold multiple spells.
I had to work through a bit of illness, but I still managed to create a few spell effects and animations. There's nothing extra to show you this time, so there's no "read more" option for this post. This week I worked on creating new stories for the second level of Viola. The second level is the one used in the vertical slice, which had its own set of stories. The vertical slice's stories were created the give the player a global idea of what Viola's story would be like.
Now that I'm making actual levels, the stories get to slow down. That means I get to let Viola actually fail at stuff. Click 'Read more' to read up about the systems used to create stories in Viola. I focused on fixing up various things this week to prepare for level creation. I also worked on different "interactables" for Viola: Donkey Kong Country inspired "launchers". I've also changed Viola's movement a little bit, making her walljumps and movement a lot more natural.
Click 'Read more' to get the dropdown on the changes. This week, I worked on creating a "Chain Attack": a massive attack on an enemy with all characters. I wanted all characters work together during the ending, so I've implemented all animations into a single spell for Viola to use. It's named the "Symphonic Ensemble" in-game.
Click the "Read more" line below to see a little more info on the thought process of the chain attack. Same as last week: more work on the ending of Viola. There's no spoilers this week, as most of this week's work went to animation. I've been working on the true ending of Viola this week. Since these next few GIFs are full of spoilers, you'll just have to click below to see them.
A lot of my energy this week went towards Christmas and spending time with family. That's exhausting! To me, at least. Not that I don't love my family, but big gatherings just take a lot out of me. In any case, that meant work on Viola saw a bit of slowdown: it's almost all art, baby.
Click 'Read more' to not read more, but just see some more art. This week I worked on two of the three final boss battles in Viola. There will be spoilers in the blogpost. Be wary!
Click 'Read more' to find out more about some of the story and the boss battles. |
AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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