Kuroninneko's Game Dev Journal & Updates

Updates are slow but Im still moving forward. Here is a basic enemy character I made. Currently working on code for enemy spawning and intelligence
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Been working on multiple projects which makes progress slow but I got something to share. I been working on a character controller x camera script. Got him walking across slopes. Still a bit janky but good enough to share. Also sorry about the tiny gif with low frame rate. File size is always an issue and I dont think this is worth posting a youtube video for. It took an amazing amount of effort to get slopes working.

The duck is a premade asset I got in a humble bundle mega pack. Good for prototyping and I can use my character controller script for all my future projects.
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And also been working on the SHMUP. Coded my own bullet hell collision system with efficient bullet spawning. Characters still need improved animations and enemy AI but that comes later. The gamepad was easy but you wouldn't believe the amount of work it took to get the mouse pointer working correctly. I had to shoot a raycast from the camera and hit an imaginary plane to get the bullets moving in the correct direction.
 
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Tenho trabalhado em vários projetos, o que está deixando o progresso lento, mas tenho algo para compartilhar. Tenho trabalhado em um script de controle de personagem x câmera. Fiz ele atravessar ladeiras. Ainda um pouco instável, mas bom o suficiente para compartilhar. Também peço desculpas pelo GIF minúsculo com baixa taxa de quadros. O tamanho do arquivo é sempre um problema e acho que não vale a pena postar um vídeo no YouTube sobre isso. Deu um trabalho incrível fazer as ladeiras funcionarem.

O pato é um recurso pré-fabricado que ganhei em um modesto mega pacote. Ótimo para prototipagem e posso usar meu script de controle de personagem em todos os meus projetos futuros.
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E também tenho trabalhado no SHMUP. Programei meu próprio sistema de colisão bullet hell com geração eficiente de balas. Os personagens ainda precisam de animações e IA inimiga aprimoradas, mas isso vem depois. O controle foi fácil, mas você não acreditaria na quantidade de trabalho que deu para fazer o ponteiro do mouse funcionar corretamente. Tive que disparar um raio da câmera e atingir um plano imaginário para fazer as balas se moverem na direção correta.
BGood job
 

Something I made in Blender for a pinball game I been working on
 
It's going to be like Windows XP pinball, sorry for the inconvenience.
Thats the goal. Sadly windows no longer includes pinball with Windows and I want to get people off social media and playing pinball again.
 
Thats the goal. Sadly windows no longer includes pinball with Windows and I want to get people off social media and playing pinball again.
Then you have to create a VR game
 
unsolicited suggestions if you're interested in PS1-esque modeling:



More technical explanations of PS1 graphics helpful for max "authenticity" of models that are not literally rendered by the PS1:


Would also just suggest that you try out the Intro to Blender type tutorials (like the one where you make a donut) just to learn the program.

Also, if you're interested in very basic lowpoly, check out Crocotile, a simple and amazingly intuitive little program with a heroic dev who makes tons of tutorial videos and great documentation for it:
Wooo thanks for this one!
 

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