I've been working on a few business related things over the last couple of weeks. After I sent out a copy of Arcsine to a few people, I've been trying to set up a few things to make future work a bit more manageable.
I started using Trello to keep track of a lot of the smaller tasks that a lot of the time get forgotten. I'm also using it as a place to dump ideas for Arcsine as well as what's coming next.
I haven't been able to get heaps done with Arcsine, but I did manage to add the functionality of a teleport pivot and an enemy drone. The enemy drone at the moment will follow a designated path and fire a missile at you if you get too close. The teleport pivot does what you'd expect, it teleports you to another location.
Other than implementing those new things, I started cleaning up a lot of prototype code. I should be able to finish that next week and begin work on fleshing out the level editor a bit more. I would like to make it a bit more user friendly.
© 2017 Crepe Studios
As you can see in the screenshot below, I changed up the visuals a little bit this week. I wanted to soften it a bit and make the points of interest stand out a bit. I added a few quick animations to liven it up too. Emission values changing when objects are interacted with was a nice addition.
I added the mine pivot this week. Built a quick model for it and made a little sound for it as it counts down. Just need to create an explosion particle effect for it and it'll be sorted. That'll come a bit later though.
I thought I'd share a little bit more detail on what I've been working on over the last 4-6 weeks.
What is Arcsine?
Arcsine is a remake of a game which I released as a free game...
This last week I've been working at making Arcsine look half decent as I'll be getting some collaborators involved quite soon to help with level design.
The game is going to involve quite a few levels. During the first few weeks of the project I built a simple level editor which can be used by a few people to create, share and score each...
The last few weeks have been a very exciting time. The release of Perso, although not being a huge financial success, was a great experience. Working on Perso as my first commercial release and first large solo project has given me great confidence in my abilities, although I know I still have A LOT to learn!
The final weeks leading up to release were...