Finally got around to properly implementing the Cleric Beast enemy into the Central Yharnam Roadway track to start todays #BloodborneKart dev thread! Took a bit of tinkering to make it all work with a kart racer but it was well worth the effort!
Check it out:
First thing I did was make her land in front of the finish line instead of behind it, meaning that if it's a single lap race there's a chance that she can deny the player a win (as she is coded to jump in to block the lead racer at the end of the first lap)
She can now damage you!
Shifting gears to get back to the unfinished stretch of track on the opposite side of the level! I added in some ramps and marksman who have been tweaked to fire at a faster rate, as the original animation was so long that the racer would be long past them by the time they fired
Finished the building facades for the edges of this part of the track!
Now that we have a lot more features and polish on the track, lets do a full 2 lap race to see the overall progress!
And that'll be it for today's thread! Happy to be back into the swing of things 🙂
all halo 1 covenant equipment rated based on how well of a sex toy they would be, a thread 🧵
plasma rifle
🟢smooth ergonomic design with fleshy bits, a covenant staple
🟢ribbed for her pleasure
🔴twin shaft design might imply a dual use, but a bar at the front frustratingly prevents co-op play
🔴once the single use battery is dead, its gone.
7/10
plasma pistol
🟢easy to access button on grip
🟢hold the button down to discharge all its energy in a single shot, all while it vibrates violently
🟢ribbed for her pleasure
🔴single use battery once again, a frustrating commonality in covenant equipment
love how capitalism made it so AAA video games with millions of dollars poured into them are so notorious for being broken and buggy that its safe to assume that one coming out wont work at launch and indie games made on a shoestring budget by like 3 people runs like a dream*
*nuance time cuz twitter reading comprehension is terrible: im criticizing the boot that developers are crunched under, not the devs themselves. also this is not a 100% fact for every game released ever, there are outliers but they dont change the fact of the average
anyways it appears that the AAA industry is winding down kicking and screaming towards its inevitable death as it violently wrings the last few drops of revenue out of the remaining talentand and tbh at this point i just want to get it over with before any more harm is done
i think this is a sign that i should just go full solo indie dev. i got the chops for it, i was just always afraid to take the jump.
and the thing with losing your job is like, if you can monetize your personal work what do you have to lose at this point lol
not that im saying itll be easy. and theres also a lot to be said about monetizing your hobbies draining you passion out of it. but like. making my own games full time was my dream ever since i was kid. and nows the time to try it. bright side ect.
Doing some final polish on the kart integration for todays #BloodborneKart dev thread! To start, I made the kart icon for the hunters vehicle select screen:
Finally expanded AI Racer customization to let the player edit which kart the AI Hunters will drive, meaning that the average race has a more even split of karts on the track!!
Shifting gears, I moved over to making the tricks for Gascoigne!
Starting todays #BloodborneKart dev thread polishing up the final stretch of track!
The final bridge turn had a bunch of holes and overlapping geometry due to it being so hastily constructed for the April fools video last year. All of that is now fixed! Take a look:
Added clutter!
Now that the track is mostly done, I finally updated the minimap! It's cutting a bit too far into the center of the screen, so I'll work on adding the ability to shift the map over to the right later.