500 CALIBER CONTRACTZ Post #12
Dialogue!!!11:
The main thing I did over the past week or so was put together this dialogue system. The system itself was fairly easily to implement, and I think the only interesting part of the process to share is how I went about making the UI. As per usual, I wanted to have a cool mechanical feeling ui, but at the same time a friend of mine suggested an AOL instant messenger inspired chat window. I loved both of these ideas so I decided to combine them into a screen that pops up and contains the aim-like window. The modeling process for the screen was similar to how I went about making the other two bits of ui that are on screen in the above photos, but I decided to include a VGA port.
VGA PORT:
I didn't originally plan to include a VGA port, but I was in the middle of researching monitors and accidentally left a window open on my computer that just had a big photo of one and I went "wait a minute.". With my final two braincells I suddenly decided to slap together a model for the port which I ended up being proud enough of to, for some reason, make an entire section for it.
Sorry if any of the above sentences read horribly. I am going to need a third braincell if you want this stuff to be coherent. Anyway, Blender is so cool. Using the array modifier to make all these lil squares for the holes in the port is just such a satisfying process. I've come to really like makin pre-rendered assets like this.
New Movez:
This is actually a pretty big inclusion, and I probably should've ranked it in my mind above the VGA port. I added some new movement options to the game!
Firstly, I added this melee move where you swing the back of the sniper forwards to propel yourself a bit. It is mainly useful as a bunnyhop that allows you to conserve momentum.
Next up I added this kick that happens if you melee while in the air. It's basically just the one from mario64. It lets you gain a little bit more height and distance. It also becomes way more effective if you have a lot of momentum. A good tool for correcting jumps and reaching new heights.
Finally, we have the big schmovement slide. This slide gives you a huge burst of speed that you can jump out of in order to send your self flyin. Surprisingly, it didn't really break any of the level design and ended up being a really fun addition imo. In order to perform it, you have to do a ground pound and then melee as you hit the ground. Also, I feel like I basically stole this from pseudoregalia. Played through that recently and it has been a good source of inspiration.
Nova!!!!!!!!!!!!!!!!!!!:
This is a cameo skin I've been really excited to finally make myself put in the game. Anodyne 2 is a really important game to me, and I love it much. I'm really happy tha folks at analgesic let me put her in here, and I'm p happy with how her model came together. If you haven't peeped the Anodyne games I highly recommend them. The first one was a major inspiration for parts of Fatum Betula.
Conclusion:
Lately I've been playing this game way too much. It has made it impossible for me to tell if it is fun or well designed. Some problems cropped up during playtesting that ima need to address, and I hope that it all comes together into something that one could say is "fun and cool". I think takin this weekend off is gonna do my brain good. Oh yeah also I feel like I should advertise that I'm still doing commissions if anyone is interested. Anyway, have a good 1 and enjoy urself.
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•I'm thinking of making an sfm poster with a medic next time. Keep the best men :D
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THE GRAND FANG
I cant taking anymore my body it's screaming to give him a Big Hug the Beautiful Fang 💜💜💜🫣👌✨✨⭐ Thus Molag it's the best making FANG.
(SEGA Please Give more respect For FANG THE HUNTER 💥)
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500 CALIBER CONTRACTZ Post #13
Tha Pole-vault:
I added what is hopefully the final move to the moveset. It's a sort of pole-vault that you use to fling yourself around.
Aside from just letting you flip around tho, it also partially converts your horizontal momentum into vertical momentum. This means that if you are going fast enough, you can fling yourself up real high.
Wow wow woowiwe woah
C4:
Put an explosive floatin around. U can grab it and it will immediately start counting down. You have to bring it to the bomb site before it explode can you believe it!!!1
In the factory level you're gonna use this to blow up the propaganda statue that the company funded to keep workers complacent.
aewsome
NEW SKINZZ:
I woke up in a cold horirible sweat with a dastardly idea to make some 2D billboarded skins for this game. I got to work immediately by grabbing a copy of flash 8 and making some shitty drawings with my mouse. What I ended up with is a skin that I'm calling Flash Trash:
(Oh yeah also this is a wip tutorial area dw about it)
After putting this skin together I thought it would also be cool to make a similar skin as an homage to the thing thing flash games that served as a p big inspiration for this project as a whole. So I got to work again and put together thingthingthing:
Here are some behind tha scenes photos:
flash is so fun. I loved flash anims and games as a kid but I was too young to really figure out how to use it myself. Feel like I missed out tbh it is such a cool program.
Conclusion:
I'm sick af!!! Not in the good way!! I got some kinda food poisoning or something and it was existentially horrible! Been recovering from that steadily while still gettin some work done here and there. I've been putting together a whole tutorial area which I'll show off sometime. Once that is done I'll be ready to get some more playtesting done before moving on to getting the first two worlds completely finalized. Also played a lot of bombrush cyberfunk. Very cool game.
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