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More World Design and Fundamental System Building

5/10/2019

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Hey ya'll! Been working on some more back-end systems today plus word design and making the environment better in general. I will share a couple things below.
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One entrance to a level in the overworld. Added some nice snow! Took a while to climb up here, but it seems like Juda is pretty happy about his progress
I have also been working on a simple post-processing blueprint that will help change the atmosphere of certain parts in a level. See a simple version of that effect below as I change the exposure compensation when entering this cave.
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Introducing Spring Wings, Juda's New Ability!

5/9/2019

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Because why wouldn't you want to rip off your wings and use them as moon shoes?
For those interested in the technical how-to's:

1. When spring wings is active and the player presses jump, set a boolean variable to true and set max walk speed to 0 (so player can't move while charging up the jump)

2. Call an event which repeats every .1 seconds and increments a float variable to see how long the player is holding down the jump button

3. When the player releases the jump input action, set the boolean to false and launch the character in the positive z-direction by scaling it based on how long the player holds down the jump button. This way, the player will jump higher the longer they hold the button

4. Of course, you don't want the player to jump infinitely high, so after 2 seconds of charge, force the jump event so the player can't charge indefinitely

5. Add a cool launch particle effect which is just a ring material that grows over time and which scales based on how long the player holds the jump button​
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A Look Into the New Overworld

5/6/2019

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After a lot of thinking and re-thinking, I have finally finished the over-arching level design of the overworld map (the map that will connect to all of the thirteen different levels)!
Picture
This map is much smaller than the open world map I had been working on before. With Juda's landboard ability, it would probably take about a minute and a half to two minutes to traverse from one side of the map to the other. This means I will be able to jam-pack the map with lots of cool enemies, creatures, secrets, and beautiful moments without it feeling too open.
Picture
Above is a map where the level entrances will be. Notice that the first five levels are fairly compact and after that the world opens up a lot. This is due to the fact that Juda will get his landboard ability after completing level 5, so it will be much easier and faster (and fun) to traverse larger sections of the map after level 5.
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Nothing New To Show This Week

5/3/2019

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Unfortunately nothing super awesome to show from Juda this week; ever since the new approach to the game I have been doing a lot of behind the scenes planning and game designing which doesn't have much to show unfortunately. Stay tuned for more updates!
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    Our genius Reky Studios blogger extraordinaire, mmmmGoodDinner.

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