Once again, I apologize for the inactivity. I want to outline some of the plans for 2019, albeit I am a little late. This year I will try to remain faithful to the schedule that I set for myself here, though this is a very busy year for me.
Shifting the focus to Nesus
I realize that Crevis has been a project of mine for a very long time, and though I believe that it is within my grasp to finish the project, Nesus would probably be a better option right now just because it is less challenging and it is easier for me to be creative with it. I actually have been working on Nesus for the past year, in the little bits of time that I had. What I had done with the game was outlined in the last post.
I also would like to standardize the time of these posts, because I know that people have no clue when I post these. You can expect posts before 11:00 PM on the weekends. Weekends are when I have the most free time, though I may post sporadically on weekdays (for example, today). Weekends for sure, though!
Increase in development updates/videos
My channel has been inactive for some time now, but will try to put out weekly/biweekly development videos. I cannot promise that every week will be met, though I can say that there will be at least one video per month.
Nesus 2019 Release
I really, really want to get this game out this year. Really x1000. I may even get a few other people on board to assist with the development of levels.
Setting personal goals
I know that I have set many ambitious goals for myself in the past, but I know what I am capable of now. I have set a number of realistic goals for myself so that I am able to achieve what I have outlined within the post.
Advancements in debugging & the lighting system
Now that that's all out of the way, I can finally start talking about nerdy stuff. I thought I had talked about everything I had done with Nesus in the previous post, but this is not true. I totally forgot to mention the lighting system! The lighting system was one of the first things that I wanted to tackle, because of its initial difficulty and its importance to the aesthetic of the game. Here are some fancy screenshots of the lighting system in different environments:
The lighting system utilizes multiple "modes" for drawing. To create the illusion of being inside, everything will be dark except for areas of light. In outside areas, light adds to the ambience of the environment by adding small gradients to art, creating variance. Ultimately, it is a very powerful lighting system and it can basically do whatever I want it to.
A few days ago, I added a debug console using a useful asset from the marketplace. Now, I can configure a series of commands that can help me navigate through experimental levels. Awesome!
That's all for today. Hopefully I'll have a video out this weekend.
Until next time!
February's task is to improve the combat system and create a system for enemies and their AI.
The author of the blog is Niften, or Sour Apple. He posts weekly, usually on the weekends on Saturday.