Wednesday 16 March 2016

Dev Log 13#

Hello everyone, some big changes since the last update, mostly for the better.

Here are the footnotes:
  1. New In-House demo
  2. Menu Colour Scheme Changed
  3. The Team has Changed
  4. Change-Log
  5. What's Next
1. New In-House demo

A new In-house demo has been put together for the team to review and test, there are many changes, revisions, bug fixes, graphical, and performance updates since the last In-House demo, which if I remember correctly was on the 16th of January.

Check the Change-Log for more information.

2. Menu Colour Scheme Changed

The background colour for the camera, along with the colour scheme for the menu buttons has been changed from Unity's default camera background colour to black, it looks a lot sleeker and well-made now even though it is a fairly small change.

3. Frece has signed out

Frece has officially signed off from the project, but he wishes us the best and will continue to follow the game's development.

I would just like to thank him for helping out as long as he did, he's a wonderful artist and has helped create the art direction for NiTL with me.

Since the team is out of an artist, I have stepped in to fill those shoes until I find someone more capable.


As of now, the team consists of:
  1. Luka Arambašić (Project lead, programmer)
  2. Bryan Davis (Composer)
  3. Liam Fay (Composer)
This shouldn't adversely affect development, if anything it's given me a wake-up and I've started a push to get graphics done myself which has gone well so far.

4. Change-Log

Bug Fixes:
1. Bombs not interacting with enemies.
2. Morph Ball getting snagged on corners while falling.

Changes:

Along with those two bug fixes, I've decreased the amount of damage the bombs do from 10 to 4 because I noticed that 10 is way to overpowered. For reference, base beam does 1 damage, missiles currently do 20 damage.

Additions:
  1. New HUD sprites
  2. New Missile Sprites
  3. New Missile Explosion Animation
  4. New Bomb Sprites and animation
  5. New Bomb Explosion Animation
  6. Destroyable block sprites (Missile, Block, Booster, Fake, Destroyed Animation)
Aside from that, I've improved the 16-bit main character sprites and created an open hatch frame for the arm cannon.

5. What's Next

Right now I'm pushing to make some more graphics, only a handful of which I need to do before I can start posting screen-shots and making videos for everyone to marvel at.

With the majority of the programming complete, I'm focusing on the art design and finishing the template to help fund NiTL.

Hopefully we should see basic public demo at the start of next month.

Thanks for checking the updates, more coming soon!

Wednesday 9 March 2016

Dev Log 12#

Here's an update to fill the lack of updates, I've been surprisingly busy since the last update.

Here's the footnotes:
  1. Still looking for an Artist!
  2. NiTL title theme finished
  3. Action-Platformer Template officially in development
  4. Back from a Break
Now for the in-depth details!

Still looking for an Artist
 
After spending a week or so reviewing the person who applied for the artist position I announced was open in the last dev log, I have unfortunate news that he won't be joining the team and that the position(s) is still open to anyone with the required skills looking to do something in their free time, as a hobby, to expand their portfolio, and obviously payment when development gets funding.

NiTL title theme finished

With the track that Bryan Davis (our game's composer alongside Liam Fay) and I have been diligently working on, with Bryan doing the bulk of the work and me just providing ideas and feedback (credit where it's due), the new title theme for NiTL is done.

I would put up on the dev log for you guys to listen to, but Frankly my dear, I don't know how.
So you'll have to wait until he does all the mastering and such, then I'll put it into a video and cobble together a mock image of what the title screen will hopefully look like.

Action-Platformer Template officially in development

The Action-Platformer template that I've thought about for a while is now officially being developed!

The template will consist of some features from NiTL, such as the automap, character controller, and some AI, etc, with thoroughly cleaned and commented code that I will make super user friendly so that anyone can buy it and know just what the hell is going on in that jungle of scripts.

Back from a Break

After spending about 3 weeks taking a break from everything, I've reinvigorated myself back into development with new life and more ideas and a smarter mindset to make things even more efficient.

Thank you for reading the new update, and as always: 
Stay tuned for more!