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Devlog
Submission to LOWREZJAM 2022
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Devlog
First playable version
August 13, 2022
by
Atanii
#prototype, #release
Submitted Not long ago I just submitted the fist playable version to the jam. It has bugs...and the boss music is unfinished, but this version is more or less the final version for this jam...
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Adding sounds, explosive ammo, testing maps...
August 13, 2022
by
Atanii
#prototype
Adding sounds, music Music As music, I'm using some ambient tracks I've composed in Cakewalk. You can listen to one of them here (Yes...this is a really lazy cover for a song...I know :D): The city le...
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Slowly putting the pieces together (very short devlog)
August 11, 2022
by
Atanii
#prototype
Using A* on the City map This is the first time I used the path finding from earlier on this bigger - and not prototype - map. The first impressions are good. The enemies avoid smaller obstacles...tru...
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More or less a break day
August 10, 2022
by
Atanii
#prototype
A blink into another jam Felt like it was time for a little break, so I made my submission for the 5th CrocoJam: https://atanii.itch.io/spider-robot Testing the City (without enemies) and some coding...
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Again...still modelling, but with some programming as well
August 09, 2022
by
Atanii
#prototype
Adding props to the City Now That the city level has a more or less final state for the jam, adding props, mechanics (doors, fuse boxes...pickable objects), enemies and basically the gameplay itself i...
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Still modelling the Dead City (very short devlog)
August 08, 2022
by
Atanii
#prototype
Modelling ...and yes. That's it. I'm modelling the Dead City - and pretty close to the state where I can move onto the features and gameplay again. For specific areas I needed new textures, so I made...
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Modelling the city level, making new textures, models
August 07, 2022
by
Atanii
#prototype
Building A City Map I started modelling the Dead City map, which supposed to be the largest section of the game. It will consists of multiple street sections separated by alleys. Both a few hidden ite...
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Working on the textures for the Dead City (short devlog)
August 06, 2022
by
Atanii
#prototype
Drawing And basically that's all for the update. The second and biggest section of the game would be the Dead City, a metropolis directly affected by the Cataclysm. Of couse for a 2 weak jam making a...
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Multi-phase boss fight, pickable items...
August 06, 2022
by
Atanii
#prototype
Multi-phase boss fight I'm planning to make at least one boss fight with a 3D modelled, low poly boss and multiple phases, multiple damagable body parts. For today, I made the textures, then modelled...
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Connecting objects (eg. destroying a fuse box to open a door)
August 04, 2022
by
Atanii
#prototype
Some art For this feature I made some textures and a model for a fusebox (both an intact and a destroyed version): Connecting objects As for the scanner, opening doors or basically almost any interact...
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A* in Godot for path finding, player detection
August 03, 2022
by
Atanii
#prototype
Path Finding and A* When the enemy detects the player and starts chasing it, it should be able to avoid obstacles - or at least try it. Now after I looked around I found out that there are 2 ways - th...
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Crossbow hit scanning and idea for simple player detection
August 03, 2022
by
Atanii
#prototype
Crossbow I've been thinking about if hit scanning or using projectile objects would be a better way to approach using the crossbow. The crossbow itself are already a full-retro, animated sprite on the...
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First prototype, start of development
August 01, 2022
by
Atanii
1
#prototype
Prototype I've started the development with a protoype to experiment with features and overall implement important parts of the game without getting distracted by modelling the final level modells or...
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