**** 8 bit sensei ****

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Posts Tagged ‘player’

Tag: player

Dialog is a major aspect in Night Reverie. As you interact with many objects, different conversations will appear on screen so the player can learn more about the characters and the world. Puzzle solving also requires the interaction with different objects in the environments and obtaining items.

Tag: player

In which aesthetic changes continue, in a variety of elements; the barrow-level's surrounding forest is improved (I feel); grass is brightened and greened; the prologue-pyramid is touched-up; the player-light is dimmed a bit in the near-ground; the enemy in level four sees AI and animation work; and a post-combat blood-pool is added to level four.

Tag: player

In Night Reverie, lighting is very important in order to create a proper atmosphere for the player. We tested different lighting configurations to achieve an effect that fitted both the gameplay and the mood.

Tag: player

I have completed the models and scripts of the following objects: – Usable Computers – Enemies with line of sights – Usable and Lockable Doors Additional objects that are completed but are not mentioned are: – Player character and Player Scripts – Level Change Trigger – Goal Trigger – Event Trigger – Temporary Save System and Menus My next goal is to finish some unit movement and stealth mechanics. This will give me everything I need to publish a demo for you guys.

Tag: player

3D-Positional Audio System, New Maps, New Game Mode, Player Customisation, Weather Systems, Crepuscular Rays.

Tag: player

In which further changes are made to the aesthetics of the player-light shaders; work is begun on changing the aesthetics of the sunlight shaders; some minor shininess changes are made; and some publisher research is done.

Tag: player

Game trailer of the player with his squad of warriors engaging in battle with a group of Chanyu.

Tag: player

In this devlog we share our progress of implementing player profiles and their functions.

Tag: player

In which the game's aesthetics are reworked; leather-textures are attended to; the prologue-pyramid is made shinier; and the player-light's positioning is adjusted.

Tag: player

We're looking in detail at one of the first enemies the player will meet – Bacteria! I’ll go into more detail on my thoughts for this enemy during the design process and also some of the science behind it.