Anyone who has played my last two games will have noticed a bug I never properly fixed, one that is unique to my animation system. The 3D camera can be moved freely, but doing so quickly will see the character’s frames not keeping up with it, resulting in a temporarily odd appearance. A month ago, I finally got around to finding the problem.
Tag Archives: true king
“True King” Development – Painting The Town
I finally got some good developments in creating the little towns that exist in the world of “True King.” This was kind-of done earlier, but I made some improvements (I think) to how it looks, and also to how the towns are used via the game context.
2017, Going On 2018
The year has passed, and it is now 2018. What have I accomplished? My indie game development progress can be summed up with one word:
Trees. pic.twitter.com/IfoqeWZQdM
— Dust Scratch Games (@Dust_Scratch) December 11, 2017
An Alternate Method To Recognize When Objects Are Between Your Player and Game Camera
It’s almost 2018, I plan to write a status report of my game development status soon. In short, I think I spent most of my dev time in 2017 on trees, and am still doing so even today. At least I learned a lot… still feels frustrating though.
For some time, I’ve ignored an issue where objects are in between my game camera and the focus object (in my case, the player). My past games had sparse environments, so this was never really a problem. But my current game will be a bit more diverse than that. When thinking about how to resolve this, I realized there is a simple solution that, while not perfect, gives acceptable results.
“True King” Development – More Optimization
I don’t know why, but it’s hard to focus and make progress on my current project. It seems when I play around a bit with making the level, I end up moving backwards… this week, I did some testing regarding Unity3D’s “Terrain” system and looked again at my tree models.