Project: Sherlock – Dev Log 3 (Sprint 8 and Sprint 9)

September 5, 2018 at 6:25 pm (Game Development, Games, Java, JavaScript, Processing, Programming, Video games) (, )


I’ve recently concluded the 8th milestone for my game project. It’s still an untitled game but is codenamed “Sherlock”. I don’t think this milestone is really worth making a full video for, but here is a list of features that were completed.

 

Sprint 8

-New shader effects for displacement and colour desaturization
-New floor detail art (blood pools, etc)
-Important node arrow animation
-Tons of level scripting for interactions as well as room geometry tweaking
-Support for generic, coloured boxes
-Event handler system (triggering scripts when certain things happen)
-Click on item to see description of it
-Lots of new level detail art
-Engine code refactoring

 

Sprint 9

-Music and SFX added!

-Tutorial level added

-Prep work for internal alpha demo (lots of bug fixes, creating the feedback form, and packaging up a working build)

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Project: Sherlock – Dev Log 2 (Sprint 7)

August 25, 2018 at 10:48 am (Game Development, Games, Java, Processing, Programming, Video games) (, , , )


I’ve just posted a pair of videos showing off the new progress from Sprint 7 of the game I’m building in my spare time (progress is slow because I don’t actually have much spare time). Here are the two videos:

 

Some of the notable improvements are as follows:

  • A new anomaly object. This is shown off in the second video; it’s a ripple shader effect that warps whatever is behind it. It’ll be used for some sort of portal later on, or even just some sort of disruption. Not sure yet. I think it looks cool though.
  • Pathfinding added to the path manager. Now you can click on any node and the character will walk the whole path (instead of you having to click on the next adjacent node.
  • New character art added in. Still lots of improvements, but this is a big step.
  • New confirmation window. Asks a yes or no question and performs actions based on what the user selects.
  • New UI revamp. Cleaned up the awful placeholder UI with a nicer looking placeholder UI.
  • Hovering over a location will now highlight it, so it’s more obvious that it’s interactive.
  • Many minor improvements and tweaks to the engine code.

 

 

 

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