He-fkin-llo!! This is the 2nd weekly news update (yeh, my news are as weekly as Half-Life 3 is on Steam now), I will show you some differences from the original game design and gameplay.
Original Build (July 2015 Build):
-The models’ quality was very buggy, with useless polygons and very unpolished.
-The player’s moves weren’t the best, as it couldn’t even jump.
-Nayuki Town (first level) was made in a excesively lazy way.
-Mipmaps weren’t needed, although they were still there.
-Kokoro Village was unfinished, making you to look at it as a dirt terrain.
-The camera used on the chase level is ilogical, as you’re required to watch your path. To finish the level correctly you only need to run forward, if you do any other movement you will lose your goal.
-The intro is buggy af.
-The Main Menu needs to be at a resolution of more than 800x600 pixels, otherwise you can’t select any of the buttons and/or they will be there… partially…
Example of what I’m talking about.
-Where’s my water? Oh, that’s the water…
-The camera in every level is fixed, that means, it will stay at Sara’s position at any time, making it really bad-looking.
-The game looks like “Just Another Low-Poly Game”
-Rarely runs at 60 FPS, mostly at 30.
-You need to edit the game’s default quality in RegEdit, otherwise the textures will look as shitty as my life (that’s actually a lot).
New Upcoming Build (May 3-13, 2018):
-Sara’s model has been edited to fix the unnecessary polygons and making her look more “attractive”
-Added Fake Hair Physics (FHP), using skeletal animation to animate the hair, as well as using Unity’s Cloth System.
-The Camera smoothly follows Sara a-la Banjo-Kazooie. It also has collision detection.
-Sara can jump.
-Added plants, trees, houses, water and people to Nayuki Town and Kokoro Village.
-The game looks like a real PS1 game.
-Remade music using a different sound style.
-Kokoro Village leads you to a house where you can save your game and do stupid stuff inside, no more will be added (short time period).
-The Main Menu is scalable in order to fit any 4:3 resolution (based on 320x240, stretches to any other 4:3 res)
-Sara’s movement has been polished (Ground detection needs to be fixed as well)
-No intro yet, as it takes too much time
-No mipmaps (they caused graphical bugs)
-WATER
-Chase Level is different, as well as it’s theme.
-The Camera used in the Chase Level is the exact same as the one used on other levels.
-Kokoro Village is still unfinished, but entertaining as well.
-The Magical World of Emergon runs at smooth 60 fps in 640x480 on Intel G33/G31 Integrated Graphics Card, Runs at 75 fps in any 2008+ PC, this due to Short Rendering Distance and the use of small and simple shaders.
-The Render Distance right now is way too short.
Original Alpha version from July 2015 (640x480): Mipmaps are too notorious here, as well as weird-looking water (barely noticeable in this screenshot.
Tech Demo (Work in Progress from April 18, 2018) (640x480): No Mipmaps present (caused texture garbage), limited colors, no water yet, billboard trees, too small rendering distance, Sara with not-so-weird hair.
Original Alpha: Damn, Sara looks kind of thick here… Wait, what’s with those bangs? Isn’t that part supposed to be an alpha texture?!
April Tech Demo: Now that’s what I’m talking about, dammit!
Well, that’s mostly what I’ve done through the years, and I know it isn’t too much, but I don’t have too much time/experience to do such a big project, I still do it for fun, though…
This is it for now, see ya next week!
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