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Showing posts from March, 2025

Entry 22

Week 9 Worklog 3/19/25 In today's class work session (about 4 hours) I touched up the model textures on Press 'N Hold and started importing them in engine, getting the final assembly ready.     and here's what it looks like in-engine so far...   I still need to place the bulbs around the gate and do the lighting, and I might mess around with some of the colors some more after the fact but either way its nice finally getting the greybox textures out. 3/22/25 More coding! today! My goal was to get the scene transitions implemented in and HOPEFULLY get a start on getting the train cutscenes working right. Surprisingly the basic transitions didn't give me too much grief, getting the normal level entries/exits up and running only took like 20 minutes normally upon exiting we'd go back to the subway, but just for testing this out I made the cloudskip exit transition to PNH and then the subway. Roughly 2-3ish hours of playing around with code later, and I've got the di...

Entry 21

Spring Break (Week 8) Worklog yes I'm working through the break   I do want to note that on top of the gamedev work I've been doing I also have been working on more general self-promotional material. I am lumping this work in with the project as I would like to get a proper portfolio site up and running that I can link to as well as business cards and other goodies at the showcase. I didn't time any of this work as I tend to work at the stuff in-between projects sporadically but I feel it's noteworthy enough to mention here. 3/11/25 Because I'm starting to get into cutscene/load triggers I decided to put together a quick animation of the subway doors closing and opening. I might recolor the assets sometime in the future once I have the subway textured to better match, but for now they're mildly ominous purple doors This only took about an hour and 30 minutes, a lot of that was messing around with color gradients while making the 2D assets before just saying scr...

Entry 20

  Spring Week 6 & 7 Worklog 2/26/25 Today's work period consisted of getting Doc's player animations in engine as well as finally getting some UI/Menu stuff done since I have been avoiding that. Doc's animation clips have been made, I now need to get them to trigger and transition at the proper time. Again it's hard for me to code in-class so this is where I've stopped for now, deciding to wrap up some loose ends with branding work. 3/4/25 - 3/5/25 ok so the rest of that last week was a giant mess and I genuinely cannot remember what else I worked on if I did, midterms and some other stuff threw me really off track. SO WEEK 7 HUH! Time is... flying. I don't like that.  Anyways I am FINALLY getting to dialogue and some UI stuff. No Doc's animations still aren't fully implemented. I am. all over the place once more. I didn't really time myself since I worked in-between resting, but I got a basic dialogue system in place over the span of the past tw...

Entry 19

  Spring Week 4 & 5 Worklog 2/11/25 2 hours total today, the first hour was spent getting some of the cloudskip models in engine and the second was spent getting started on figuring out level transitions. How I'm planning for this to work is that I'm going to use a lootbox/gacha-like system to essentially pick levels out of a hat. Since there are only 2 right now it'll be 50/50 but as time goes on I would like to add more levels with some being rarer than others.  2/12/25 I spent the first hour or so of class today researching how to get the level randomization to work, I think I have an idea as to how I'm going to do it but I'm going to wait until I'm back at home to work on it since it's a bit hard for me to focus in the lab unfortunately/I have an easier time programming at home. Also I needed to wake up more. So in the meantime and for the rest of my work session today (5ish hours?) I've decided to ho...