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Devlog: Vocifer Cave video

I got a little progress done, although I've been busy with work, comics and constant distractions. However, I realized that there's someone at my workplace who I could ask about tabs of copyright-free Spanish music. If they help me, I can add them to the credits of the game.

Mar 02

The entrance room of Vocifer Cave is fully navigable and the path triggers work, although there are no animations for the falling stalactites yet and no proper textures either, so it all looks brown and lame. But making sure it works goes first, now I can start making it pretty.

Mar 03

The Battle of Alegro has been redesigned so it isn't just "kill everyone". Now the player will have to figure out a few environmental puzzles to get rid of bigger threats that can't be just hammered to death.

As usual, this level can be beaten in two ways, but the secondary version of Alegro involves mind-f*ckery that transforms the whole level into something creepier. Both versions are now ready to be modeled.

Mar 04

I programmed the falling stalactites. They look great, but the camera doesn't follow them properly. I'm going to have to rewrite some of the code for the camera manager.

Time to give the cave some proper textures, because everything is the same color and I can't see where I'm going.

Mar 15

https://www.youtube.com/watch?v=Wj1f427kd1E

And there we go, the first room is now playable enough. There's a lot to fine-tune and the vocifer guards won't be sprites in the final version, of course, but I didn't have the time to model them properly and I'd rather have a solid base for all levels before I worry about the details.

 
Vocifer guard placeholder

The next rooms of the cave will have very limited visibility and might need some ad hoc shaders, but they shouldn't be much of a problem.


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