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Devlog
Submission to Lartu's Mini-RPG One Week Jam
Pandora 3chotomy
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Devlog
Shape of things to come
August 20, 2019
by
siepiau
Surprisingly easy to set up a drivable car in Unity, thanks to a tutorial video from "The Pro Programmer"...
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Status update
August 09, 2019
by
siepiau
Full-time job is taking up a lot of my time, but I'm still developing whenever I can. A recent hard disk crash meant I lost a fair bit of progress, but gave me a chance to rethink my approach. While...
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Status update
September 30, 2018
by
siepiau
Some changes to my life since the previous post: I started working full-time, which means I will only work on my games over weekends I participated in Lartu's Mini-RPG One Week Jam II As you probably...
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Pandora Arena version 0.4 update
August 28, 2018
by
siepiau
1
What's new: Converted "Progress" to "Objectives" panel Added event log window Minor changes that should help make more sense of what's happening in the game...
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Something missing...
August 17, 2018
by
siepiau
After 5 months of learning and creating the basic systems for what I believe to be a very playable and solid foundation for an action RPG, I beginning to feel that I may not be approaching the develo...
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Pushing for completion
August 14, 2018
by
siepiau
Despite taking much longer than I expected, the development of the Pandora Arena mini-game is a major step forward in solidifying many aspect of the final game design. In addition to fleshing out the...
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Building an action RPG - feedback needed
August 13, 2018
by
siepiau
About 5 months ago, I started prototyping a 3D action RPG. This is the current state of my prototype. There's still a long way to go in terms of visual presentation but the basic movement, interaction...
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Teching up
August 06, 2018
by
siepiau
Still tweaking the gameplay and fixing bugs, but also gradually replacing gray box stand-in objects with textured assets... Fun work but really time-consuming...
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Status update
August 04, 2018
by
siepiau
Just a quick development status update which hopefully provides an idea why it's taking so long to complete the Arena mini-game: NPC conversations are now non-modal and flow more naturally compared to...
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Early access
July 27, 2018
by
siepiau
TLDR: Combat Arena pre-release version is available for download! Development continues until final release. Making a game is tough. Making a game on your own is even tougher. Progress can be consiste...
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Mech it so
July 10, 2018
by
siepiau
The last component of the Combat Arena mini-game was always going to be a mini boss battle. Early concepts ranged from a flying drone with gun turrets to a transformable heavy mech, but I eventually s...
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Hard target to hit
June 25, 2018
by
siepiau
Once again I underestimated the amount of effort it takes to complete something when the targets are moving (unforeseen problems, feature creep, new realizations... etc) A lot of content and systems h...
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Getting there...
June 06, 2018
by
siepiau
It taking longer than I hoped, but the next playable mini-game is well on it's way. What caused the delay? The NPC combat AI needs an overhaul, but it was getting too unwieldy to edit and debug, so I...
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Prepare for combat
May 27, 2018
by
siepiau
I have expressed how I feel about guns in a previous post . That said, weapons and aggressive action is a component of the game, so the player's experience of handling weapons in the game should be sa...
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Making the grade
May 17, 2018
by
siepiau
I've been staring at barely textured gray box levels for a few months, and there is still more coding and level design to do before I move on to creating proper art, not to mention color grading which...
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Incremental update
May 10, 2018
by
siepiau
Much progress was made to the real-time combat system: Added support for both tap to toggle lock-on and hold to lock-on (both works simultaneously, use at will ;) Added support for direct mouse clicki...
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Gunplay
May 06, 2018
by
siepiau
I have mixed feelings regarding guns and violence in video games. On one hand, I do enjoy games with eliminating targets as a core mechanic (provided there is acceptable narrative justification). How...
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Ramblings: Why make a complicated game?
May 02, 2018
by
siepiau
This is a question I keep asking myself. It is a question more sensible people will direct at me, and advice against doing. There are a few times in my life when I felt like I had to pursue a particul...
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A Place for Everyone
April 28, 2018
by
siepiau
Fresh from the oven! Get to play with the latest Pandora RPG systems (that you could only read about in these Dev Logs until now) in this puzzle mini-game! The objective is to talk to the scientists...
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Enabling NPCs
April 24, 2018
by
siepiau
The past week was all about building internal systems to support NPC behavior. Much of the time was spent reading up and learning new techniques (see resource links below), then designing and figuring...
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Knowing my place
April 21, 2018
by
siepiau
Location awareness is a necessarily component because I wanted to be able to select which conversations and cutscenes to play based on where the player is currently at. My initial thought was to manu...
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Tools of the trade
April 18, 2018
by
siepiau
When I started this project as a one-week jam game one and a half months ago, I didn't imagine that it would eventually become so complex. But when I think of an RPG there are just certain features th...
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What you say!!
April 13, 2018
by
siepiau
Just testing the localization capability which has been available since day zero (yes, it's even in the One Week Jam version). It's a simple system I cooked up for a previous project and has been re-u...
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UI, UX, IxD
April 13, 2018
by
siepiau
A good game should have a clear User Interface (UI) that provides a smooth User Experience (UX). To that end, a fair bit of time was spent on Interaction Design (IxD), though everything is still in th...
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Give us our trespasses
April 10, 2018
by
siepiau
Typical game quests fall in one of the following categories: Kill - murder someone or destroy something for some contrived reason Obtain - find & fetch, sneak & steal, kill & loot, solve & unlock an...
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Busted again
April 09, 2018
by
siepiau
The start of another week sees more updates and bug fixes to the CombatAI behavior, the most complex and bug prone part of the whole game. It is complicated because in an action game situations can ch...
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Pretending to be smart
April 06, 2018
by
siepiau
I told myself I should be working on the quest system, but testing the NPC CombatAI with the new environment and gameplay features brought out some issues which I felt compelled to resolve as a priori...
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More stuff
April 04, 2018
by
siepiau
Lots of updates over the past few days. As usual I keep adding new gameplay mechanics to support my planned narrative. But several core systems still need to be put in place before I can start to add...
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Speaking gibberish
April 02, 2018
by
siepiau
Key updates: The conversation UI is fully functional, with up to a maximum of 4 dialogue choice options (each mapped to a gamepad hat button, but also works with mouse and keyboard) The lighting work...
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Busted
March 31, 2018
by
siepiau
The latest update to the game mechanics: Guards will now detect and chase Pandora as well as the player. This makes the stealth option more challenging and also relevant. No more free pass for Pandora...
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Aziz, light!
March 28, 2018
by
siepiau
While the quest system is still being worked on, I started to add lighting to the scene. The lighting is kept low key to match the stylized look I'm going for, and even without proper textures and wit...
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Let's open a dialogue...
March 26, 2018
by
siepiau
Been implementing a UI that allows dialogue options. I'm still exploring how best to do NPC interactions...
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Setting the stage
March 23, 2018
by
siepiau
This is just a test shot with some NPCs placed inside a new room in Act 1. I've been fleshing out the cast of characters, working out their MOPs (motivation, objective, personality), and will embark o...
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So much to do, so little time
March 16, 2018
by
siepiau
1
Another day passed, I'm still mostly adding content to fill the rooms. I think it's spoiler-free to reveal that this is some kind of underground research facility. I can't wait to put in all the big...
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Filling in the blanks...
March 15, 2018
by
siepiau
Designing and adding content to the empty rooms of the Act 1 map. My workflow: Concept Come up with a functional idea for the room Design furniture and objects appropriate for the room Build Create 3...
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Renovations are under way!
March 14, 2018
by
siepiau
As promised, I'm working hard to upgrade and complete the Pandora prototype. The Act 1 map has been designed and modeled, so bye bye placeholders. Next up would be the laborious task of decorating, ad...
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v1.1: Bug fixes and improvements
March 11, 2018
by
siepiau
Prototype v1.1 updates Bug fixes: Pandora now moves with correct speed in Act 1 Hiding behind low cover now works properly Fix gravity sword hit detection bug Fix enemy not attacking when up close bu...
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