Dev Diary - 11 Dec
7 DEC 2020
With this milestone being all about art, I looked through the task list to see what needed to be done. It’s a little sad when you remember how many of your assets are placeholders, because you feel like they are completely irreplaceable. But that’s copyright infringement! Besides, it’s nice to slowly strip away everything that makes it my original test project and make it my own. Today was all about the short enemy’s pulse shot bullets and adding an explosion on contact with walls and players. Neat!
8 DEC 2020
Trying to find good, free audio clips is.. Harder than I anticipated. I have a basic idea of what I’d like certain things to roughly sound like.. And I can’t get anywhere near it. I’ve looked through a few paid for archives that also don’t seem to have exactly what I’m looking for. If I was just a bit better at sound design I’d try to make them myself, but I don’t think this is the project or the time to start working on that.
9 DEC 2020
More work on the enemy bullets. Given that those are some of the most consistent things the player will be seeing throughout the game, I wanted to make sure the firing and the splashing against walls to look really good. It took a bit to figure out how I wanted them to look, because the placeholders were the same with different colors, whereas it needed to be much more distinct between enemies in the final version. Overall, I think they look pretty good. Not madly in love with either, but they get the point across I wanted them to.
11 DEC 2020
Tall, short, and wall reactions to bullets have all been drawn and plugged in. Now the tall and short enemies spray unique blood types, they reflect properly based on the direction the shot comes from, and sparks are an altogether different animation that also pops out when hitting walls or the tall enemy’s legs. I also started tinkering with the final boss’s designs before calling it a night. Each day is just another few tasks chipped off till the final goal!
![](https://static.wixstatic.com/media/c9293c_c229bd5c5bf84b0e9cdcdb50d34c197a~mv2.gif/v1/fill/w_530,h_307,al_c,pstr/c9293c_c229bd5c5bf84b0e9cdcdb50d34c197a~mv2.gif)
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