“What happened to Sorcerobe?”
A few people have asked me what the deal is so i feel like it’s only fair to keep everyone informed
You may or may not have noticed, but I’ve seemingly switched tracks from Sorcerobe to FIGHT KNIGHT without addressing why. So let me say first that Sorcerobe is not dead or finished, It’s temporarily on hold. assuming everything goes according to plan, I should continue full-time work on it again as early as 2018. I’m still writing and planning Sorcerobe regardless, but that’s besides the point.
So what is the plan? well
Circumstances that aren’t necessary to go into basically gave me this year to work on my own projects without any other obligations, and I intend to take full advantage of that. But Sorcerobe is frankly a massive undertaking for one person to create, with no chance of being completed in that timeframe, and I can’t bring myself to mitigate my plans for the sake of a speedier release. In comes FIGHT KNIGHT, a project that i could conceivably finish in 6-12 months.
I get that this is a bit unorthodox, but I’ve made the decision to spend my resources in the place that’s likely to give me the most freedom in the long run. If everything goes well, I’ll finish FIGHT KNIGHT this year and release it and use that to keep myself going while i finish Sorcerobe.
this post is already too long so just lemme reiterate
SORCEROBE ON HOLD, LONG LIVE FIGHT KNIGHT
I hope everyone here enjoys what I make for FIGHT KNIGHT! regardless, I hope you all have a great year
edit: by the way, I’ve been posting my stuff on twitter as well lately. Just a heads up in case you’ve been feeling less inclined to browse tumblr lately but still wanna keep track of me!
i swear i’m being productive
we can finally see the face of a character that’ll be keeping an eye on you
finished skinning these shield duders, for some reason i thought a snail theme worked
i made some dummies to test and tweak combat on, but i forgot to tell the sword that it isn’t flammable
a real death animation oh no
fully implemented a health system that i’m happy with
for
comparison previously the way it worked was if you took damage you would
drop one of your abilities. the problem with this system is it’s very
binary and losing an ability is boring because you have to either
backtrack to get it again or id have to put the relevant powerup
everywhere in the level you might need it
the way it works now is
each orb has its own regenerating bar, but if the bar is brought to 0
the ball cracks and can no longer protect you from damage. so if you
manage to crack all the balls and take damage, you die. but the key is
the balls still provide you with their ability when fully regenerated,
even if it’s cracked. so backtracking because of making a mistake and
getting hurt isn’t an issue anymore, and there’s now functionality for
low damage/ damage over time
I set up a logic node for making arbitrary objects smoothly follow one another
this’ll be good for leading npcs around and stuff like that. still gotta work out some collision things though clearly
zapdodge just got real fun with these conductive poles
I did a pass on the visuals for the engolden ability, the hopping isn’t working perfectly but I’m happy with the sprite behavior
I’ve been hard at work doing performance and general framework related stuff that is really important but hard to post progress about, so here’s a little update as reassurance that I’m still alive. this might not be the most exciting thing to read but I’m really happy with these gains
hello and welcome to my web sight