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drjavi from patreon

drjavi

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drjavi posts

Devlog: setbacks and damage control

I have zero improvisation skills. Whenever something unexpected happens, I always freeze in panic before I can start solving anything. I need a plan to function. I learned that for my comics and I have learned it now for videogames.

I haven't been able to get any proper progress done for weeks because I wrongly assumed ...

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Devlog: main buildings

drjavi post Devlog: main buildings from patreon

I was hoping to post a video of the initial bits of the first level soon, but things got complicated. I'll post that as soon as possible. In the meantime, here are some details of Cornamenta.

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Devlog: outskirts of Cornamenta

I have been working on the outskirts area and the city wall of the first level and it's looking pretty good. The process was too trivial for a set of devlogs, but I'll post a short gameplay video as soon as possible. The last things to add are a city guard, the golem and a switch to open the entrance portcullis (it would be a...

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Devlog: the mechanical guard

Nov 21

I've spent all day trying to figure out a way to fix the gates, since disabling a wall collider can cause NPCs to fall off the world. After trying a lot of different ways and making a complete mess of my code, I found out that there's an add_collision_exception_with method that does exactly what I need...

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Devlog: distortion, colliders and teleportation

Nov 12

I added a distortion shader to be applied to a screenshot of the game whenever the player dies and teleports to the latest checkpoint. It was really easy to program: first, capture the current viewport image and apply it as the texture of an interface panel. Then, simply distort the UV textures with a couple of...

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Devlog: shockwaves and trails

Nov 08

I added the shockwave and trail visual effects. The former is simply an uncapped Godot cylinder with a gradient texture, such that the top cap rotates outward while the bottom cap expands lineally to meet it. The trail is a hand-made mesh, extended frame by frame with the global position of the hammer tip bone,...

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Vero bumps to the buck to the bump to the bass

drjavi post Vero bumps to the buck to the bump to the bass from patreon

Art process of this image: https://www.deviantart.com/drjavi/art/Vero-bumps-to-the-buck-to-the-bump-to-the-bass-992757861

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Devlog: Cornamenta

Cornamentans like to build their houses on cliffs. Would you live here?

It's a giant ram gargoyle. It does not look like anything e...

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Devlog: dialogue, hitboxes and level design

Oct 15 bis

The health display works perfectly. I learned Godot's signal system to let the character communicate any health changes to the HUD, and atlas textures to use different regions of a sprite sheet. Also, for some reason, Godot is very afraid of integer divisions and requires that the programmer manually reassu...

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Devlog: ray casting, face expressions and grabbing

Oct 08

Learning how to cast rays and shapes took quite long, but now the program detects places where Ternera shouldn't stand or which Ternera can climb. I had to fuse the "air" and "hang" states, as the latter could only be entered after detecting a ledge on the former, and that's data I can't send between states. No...

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Devlog: state machine, attack and combat

Oct 02

I had to modify my soft blending code to allow for nested state machines, but Ternera can now equip and unequip her hammer, and her walking and jumping animations adapt accordingly.

The idle animations now work perfectly. I had to figure out a way to read the elapsed time of whichever animation is current...

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Devlog: camera, motion and states

Sept 27

We have camera controls. I'm not sure how to map it to the controller, since a joystick can only control pitch and yaw or distance and yaw, but not all three things at once. Maybe I can use the shoulder triggers. I must also allow the player to use the mouse to control the camera, if they don't have a controll...

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Devlog: First steps, mesh, blending and shaders

Sept 21

GLB files don't properly save which character animations should loop and I spent days trying to fix that issue via code, which was doable but highly inefficient and inappropriate. Yesterday I learned that Godot automatically loops all animations whose name ends in '-loop', so today I sanitized Dame Te...

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CowHammer reset

As you might have heard, Unity recently shot itself in the foot and everyone is jumping ship, me included. That means that I have to start all the code for the game from scratch, saving my algorithms as best I can.

I'll be taking my game to Godot, as it's open source and I expect we can trust it not to get greedy. This ...

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Misbegotten Kittens 5 page arrangement

drjavi post Misbegotten Kittens 5 page arrangement from patreon

Back in business! Chapter 5 is fully scripted, sketched and ready to ink. I hope to work both on the comic and on CowHammer during summer break.

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Chapter 5 designs

drjavi post Chapter 5 designs from patreon

A few references for character that will appear in chapter 5 of Misbegotten Kittens.

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Lazy Sunday

drjavi post Lazy Sunday from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Lazy-Sunday-959359213

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Dame Ternera's state machine

drjavi post Dame Ternera's state machine from patreon

I laugh at the naïvety of my past self, who thought programming a videogame character's state machine would be a simple task. It's been months and I'm still nowhere near done. Fortunately, design patterns are very useful when creating code that needs to expand without becoming impossible to handle. So I present to you a gros...

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Gut punch

drjavi post Gut punch from patreon

That falling animation needs some work, but I wanted to test the HUD and the immunity frames.

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Ternera smash

drjavi post Ternera smash from patreon

I added a trail and a shockwave to the attack move. Everything was handcrafted and procedurally generated because I'm old school and I don't trust Unity's built-in tools. Maybe I should write a devlog explaining how I made them, along with the state machine powering our cow dame. Would you like me to?

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Rainad and Erato

drjavi post Rainad and Erato from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Rainad-and-Erato-948381995

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Too bouncy

drjavi post Too bouncy from patreon

I may have made a mistake.

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Even cuter

drjavi post Even cuter from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Even-cuter-946266804

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Rosie

drjavi post Rosie from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Rosie-945867041

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Weapon impact test

drjavi post Weapon impact test from patreon

F*ck this particular dummy character.

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Naga

drjavi post Naga from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Naga-945307861

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Noodle and Doodle

drjavi post Noodle and Doodle from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Noodle-and-Doodle-944380676

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Ly and Hortensia

drjavi post Ly and Hortensia from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Ly-and-Hortensia-943824117

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Clafoutis aux pommes

drjavi post Clafoutis aux pommes from patreon

Drawing timelapse of one of my pictures. The final result can be found here: https://www.deviantart.com/drjavi/art/Clafoutis-aux-pommes-942048616

(The dough also contains 50 ml of milk, I forgot to write it)

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Toon shader

drjavi post Toon shader from patreon

I might have spent more time programming a video editor to get this preview than making the shader itself.

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