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[DEVLOG] Droplet: States of Matter (3D platformer)

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    #31
    I'm currently holding a closed beta for the game. If you're interested in trying it out or you just want to show your support, head on over to my Discord channel. The Windows 64-bit version will be used for testing, and if you have a controller, you can use that too.
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      #32


      A small video showing some new animations.
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        #33


        An updated version of the Waterworks level with new enemies and collectibles to find.
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          #34
          Click image for larger version

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          Adding all the enemies has proven quite challenging, but it's coming along. These kung fu monkeys are intelligent enough to dodge your attacks so you have to be careful.
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            #35
            I like the core concept of this game!
            Finished projects:

            Speedrun: The Game

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              #36
              Originally posted by TheCreator1337 View Post
              I like the core concept of this game!
              Thanks!

              Things have been progressing very well lately. I've placed nearly all of the atoms in the game - there are planned to be 18000 to find, and there will be 190 crystals to collect. Aside from the polished graphics and voice acting (which I'll seek external aid for), the game is nearly complete in terms of content. I just need to add the enemies, bosses, and a few extra bonus levels. Hopefully, by next year, I can get the game on Steam early access.
              Last edited by Krayfishkarl; 08-25-2018, 04:26 PM.
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                #37
                September 3, 2018 Update

                Last night, I released to my Discord channel a new build that culminated all my work in the month of August. All atoms in the main levels have been placed, and about 80% of them have enemies. I've added a new blue crystal that is awarded when you find all the atoms in a single level. This is to support multiple playstyles. For perspective, here's all the crystal types:
                • Green crystals - Rewards basic completion of a level
                • Pink crystals - Rewards curiosity and side exploration on a basic level
                • Gold crystals - Rewards speedrunning and skilled timing and platforming (aka the time trials)
                • Blue crystals - Rewards completionists who explore everything there is in a level
                The total number of crystals you can collect is 190 with an additional 18000 atoms to find. This number still isn't technically achievable in-game in the latest build given that a few stages and bosses have yet to be added to the game, but all the blueprints and other mechanisms are in place to make this happen.

                In addition, here are a few other features:
                • Two new bosses (who still need models drawn).
                  • A two-headed dragon called Los Ninos who flies between an arena that is hot and cold. Los Ninos is now the second boss in the game with Princess Cara Bonnie being moved to the first boss.
                  • A pirate captain named Salty Peter who attacks you with the cannons on his ship. You have to board his ship where he will then go after you with a blunderbuss.
                • Several new music tracks added - unique themes for the bosses in the game as well as for a few other levels.
                • An optional "Kray Time" challenge. Once you find all 190 crystals, you'll see a new best time to beat for the time trials. These are much more difficult versions of the gold crystal challenges and require the use of the buyable abilities and knowledge of certain shortcuts to beat. Think of these as similar to the platinum relics of Crash Bandicoot. In the current build, I haven't added them all yet since I have to be able to do the challenge myself. Obviously, it'll be one of the most difficult things for me to add given I'll have to become the ultimate speedrunning master of my own game.
                • Miscellaneous quality of life updates and bug fixes

                I've also slipped in a very difficult to find Easter Egg. One that I (hopefully if I hid it well enough) don't expect anyone to find within the first few weeks, maybe months of the final release. I got inspiration for this idea from the Batman Arkham series which had similar obscure, very hard to find Easter Eggs.

                Anyone interested can check out all these changes by becoming a playtester on my Discord channel linked in my signature.
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                  #38
                  I haven't had as much time to work on the game at the moment, but I managed to finish the two remaining main campaign bosses: Lord Krypton and Dr. Ruby Dium. With the main content now completed, now what remains is to finish up the optional/bonus stuff. I can't say for sure when (current estimate is either October or November given my busier schedule), but the next build I put out should have the remaining bonus content - 2 bonus bosses, 5 motorbike levels, a redesigned hub area and all the abilities you can purchase with atoms. By then, Droplet will officially be feature complete and I'll begin to more actively seek out volunteers for graphics and voice acting.
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                    #39
                    One of the bonus bosses added - Fireling, who is based on the boss fight from the original game. This boss is unique in that the terrain you fight in is procedurally generated and changes over the course of the fight.

                    Also been working on the motorbike levels. They are pretty easy to create since I'm using a lot of existing assets I've already created. So far, I have 1 complete out of the 5 planned.
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                      #40
                      Recently ran into problems with the navmesh system. For some reason, the navmesh disappears whenever I hide a level in the editor and for me to get all the navmesh back, I have to rebuild the entire game which takes about 20 - 30 minutes. I don't recall UE4 acting this way before, but I figured it was time for a consistent work around especially since none of the enemies really absolutely needed navmesh movements given the nature of the game.

                      While the pathfinding may not be the most advanced, I just now have them rotate to the face the player and then input movement. Even with this method, they rarely ever get stuck on walls due to the level design. But it definitely works better and more consistently than before.

                      On a different note, I happened to finish all the bonus bike levels. Now I just have to do the boss that you fight when you get 100% completion.
                      Last edited by Krayfishkarl; 10-14-2018, 03:26 PM.
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                        #41
                        I just hit a major milestone: All levels and bosses are now completed! The total is now as follows:

                        -30 main levels
                        -6 main bosses
                        -2 hidden bosses
                        -6 secret retro levels
                        -5 bike levels
                        -1 giant bonus level
                        -18000 atoms and 190 crystals to collect

                        While playing through the game regularly, it took me approximately 5 hours just to get to the end of the final boss with about 90 or so crystals. I have yet to play out the game for 100% completion, but it's definitely the type of game that will keep completionists occupied. (My current estimate is somewhere between 15 - 18 hours since getting the blue crystals is the most time consuming.)

                        However, a lot of work still remains to be done. Some areas are still missing models, graphics could be improved and some new enemies could be added. If I'm lucky, within the next few months, I should be able to start handing out Steam keys. In the meantime, feel free to join the Discord.
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                          #42
                          glad to hear the game is finished and is being polished (kinda), can't wait to play it

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                            #43
                            Originally posted by slabs37 View Post
                            glad to hear the game is finished and is being polished (kinda), can't wait to play it
                            Thanks for the support!
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                              #44


                              Here's what one of the boss battles looks like.
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                                #45
                                Just hit another milestone!

                                In order to balance the game's difficulty, I needed to add 2 additional main levels: Haunted Shipyard which is a pirate-themed level with sulfur ghosts, and Frozen Fortress which is an icy maze with underwater segments. These replaced two other levels: Levee Lagoon is a wide open exploration type level easy to get lost in and Lucky Cyberpunk which has devious disappearing platforms similar to what you'd find in Megaman. In playtesting, I deemed them too difficult for the points of the game they took place, so they were moved to the very end of the game as optional areas. Not only that, the addition of the new levels helped to round out the crystal count to 200. There are now 20000 atoms to collect plus 10000 more atoms to find a single bonus level you can play if you get all the other crystals.

                                I've also been hard at work adding new models such as the bosses. I don't foresee the addition of any more gameplay content besides intro and ending cutscenes so now I must continue polishing what I have.
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