Dev Logs:
Version 1.0
Abyss BO2 Style Look
Framework Look So Far
More Custom Battles
New GameCon Game Reveal!
Room Generation and Combat!
Fall Expo Build
Fall Expo Build
12/05/2024
Ostinato
Big new update for Ostinato just dropped! This time, we've made significant changes to the combat system and I'm very excited to show you how it's evolving. Let's dive into what's new:
Combat System Rework
Initially, our combat system required players to cast incantations (the rhythms) by learning sheet music. While this was a unique idea, we realized it added too steep a learning curve. We've reworked it into a hybrid real-time and turn-based system. Here's how it works:
- During a brief "break time," you can select your next attack.
- After selecting, a rhythm scrolls from right to left.
- Your task is to click in time with the rhythm as it passes through a rectangle.
By making this change, players won't need to completely learn sheet music, making it easier to pick up and enjoy. Plus, this design opens the door for better tutorialization. Here's a demo showcasing our game and our classical boss theme by our talented musician!
Also, we've been thinking, it would be so cool to have custom song support. Some sort of system that allows players make their own battles and eras would be so cool. Here's a demo of a really fast pased song which I find really enjoyable to play.
That's about it! The semester is almost over and hopefully we can polish what we have right now so we're on track for next semester!
Room Generation and Combat!
11/15/2024
Ostinato
Hey everyone, it's been a long time! I've been busy at school, but here's a big update on my GameCon game, Ostinato!
First, let's talk about the room generation system I created. I'm absolutely in love with this system! It makes it super easy to determine what types of rooms should appear in each musical era, how many of each type should be included, and how to configure different settings for difficulty across eras. I designed it so that adding new room types is a breeze! With only about 5-10 minutes of work! If you're into programming, here's the configuration for our tutorial era!
My absolute favorite part of the system is that it's entirely seed-generated. This means that if we implement a feature where players can select a seed, every instance of a classical run with that seed will be identical!
As for the combat, I don't have too much to share since it's not my system, but we've made solid progress. The game can now recognize the attack you're trying to cast, and we've added basic enemy AI and other foundational elements. Here's a look at the progress we've made so far with the combat system!
I feel like we're on track to achieve everything we want for the game. Once the final backend systems are completed, we can dive deep into content creation! More updates coming soon (and definitely sooner than two months, lmao).
New GameCon Game Reveal!
09/22/2024
Ostinato
I'm happy to announce that this year I'll be part of the team Shell Street to create Ostinato for GameCon!
Keep time while leaping through it in Ostinato - a rhythm-based, roguelike deck builder where you travel through different musical eras, utilizing the magic of rhythm to defeat instrumental abominations.
So far, we've made great progress on the initial design and started prototyping the battle system. Here's a mockup of what we envision the battles to look like, along with a prototype that detects the bar you're playing!
We've got plenty more planned, and I feel like I'm going to have a really fun time making this game. Expect lots of updates as we continue to develop Ostinato!
More Custom Battles
09/17/2024
Pokemon Gen 3 Framework
After fixing my cutscene system, I decided to create some more custom battles! I also added a feature where you can set the trainer's name and class. Here's another demo with more battles!
(Ignore some of the sprites I know they're scuffed as hell)
Framework Look So Far
08/17/2024
Pokemon Gen 3 Framework
Hey, for anyone interested in Pokemon, I've started a project remaking Generation 3 of Pokemon in Unity (mainly because I really dislike the tools available). There's not much to show yet, but I've been working on a cutscene system that supports custom battles! Here's what it looks like so far.
Abyss BO2 Style Look
08/17/2024
Abyss - Custom Black Ops 3 Zombies Map
Hey, for anyone interested in Call of Duty Zombies, I've started a project creating my own
map that takes place in a sewer! I actually made a sewer map four years ago, but I ended up losing
all of my progress. With my newfound knowledge in game development, I'm now remastering it. Right now,
the game is on the backburner because I'm at a point where I need to model assets, and I have no
experience with modeling.
I'm aiming for a style more like Black Ops 2 rather than Black Ops 3, so I've made changes
to the UI and weapons for the map. Here's what I have so far!
Version 1.0
08/17/2024
Occupational Hazards
Hey, so I'm planning on releasing a new update to Occupational Hazards in the future!
Here's what I want to add to the game:
Tutorial
Revamp of the voiceline system
Hub World
Money system
Items
Basically, it's everything I wanted to get in before the GameCon release. It will be a
pretty massive update, so I have no idea when I'm going to get around to it. I may do a
smaller update just for the tutorial to provide more clarity at the start of the game,
but I'm unsure. Expect dev logs when I start working on this update!