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Lore This, Lore That

Just wanted to give a super short update. I haven't been posting photos on Instagram mainly because the work I've been doing hasn't been dramatic in the photographic sense. No-one wants to see screenshots of notes, project metrics, or really of paperwork in general. But that's what I have to do.

I simply can't have all of the game's lore sitting in my head - it needs to be written down and organized. With lore defined in this way, it becomes infinitely easier to create concept art. This will also ultimately help create the branching quest storylines as well. How? Well, I'll show you soon enough. Most importantly, the game's story bible needs to be 100% consistent, and the only way to achieve that is to write it all down.

So yeah, I have my Evernote notebook all fired up, with my HacknPlan project sitting in another window ready to log the work. I still have a ways to go before I'm ready to proceed into the art stage, but I hope to have basic sketche…
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Feature Cuts: Woe Are They To Any Project

Last week I touched on creating more project structure for Eclipse Perilous, and that I had started to use HacknPlan. It's a web-based project management application that markets itself as streamlined for game developers. For the most part, it looks like any other project management app out there, give or take a handful of features.

What does differentiate HacknPlan from the rest is the fact that you can have your game design document in the project itself. This is pretty damn handy. I have been using XMind to create the design doc, which has been a serious blessing in regards to organization.

The downside to seeing everything associated with a chunk of time is the realization that cuts absolutely have to be made. There's just too much in there as it is, and releasing a fully-realized game isn't in the realm of possible.

For example, I have three main Ability Trees planned for the base game: Corruption, Engineering, and Psionics. However, simply looking at how much work ne…

Sorry for being MIA

Soooo there has been an inordinately long pause since the last update. Many things have taken my attention away: my day job, bills, projects, family, women. You know, everyday stuff.

As a result of all those other things taking my time, development on Eclipse Perilous has been nonexistent. But as I've been handling the other stuff, ideas surrounding the game have been percolating in the back of my mind. I've come to realize that much of what I'm doing now is off, and that my approach needs to be adjusted.

First and perhaps most important is that I don't have proper project management set up. Though I have time blocked off in my calendar, it simply isn't enough to keep me on track. Not having the project mapped out allows other things to steal time from it. In an effort to combat this, I'm setting up AsanaHacknPlan. I hope that better project structure will lead to a more productive schedule.

The art process is also flawed - I've been using a tablet and styl…

Floor Tiles - How Much Is Too Much?

You might be wondering what it is I've been working on these past few weeks... Well, flooring to be perfectly honest.

Been making tiles. Tiles for days... Plain tiles, bloody tiles, grated tiles, that sort of thing. Read the devblog in bio for more. #gameart #pixelart #pixel #tileset #floortile #gamedev #gamedesign #indiedev #indiestudio #unity #unity3d #madewithunity #eclipseperilous #survivalhorror #roguelike A post shared by Inigo (@ceritusorbis) on Sep 5, 2018 at 2:25pm PDT

For the most part, the ship will have multiple environment tilesets based on what deck the player is on. For example, there will crew quarters, command, observation, science, engineering, and so on. Each of these will have similar but unique tiles in order for the player to immediately know where they are.

For now I've been working on the starting deck - the crew quarters. Surfaces are mostly plain brass with the occasional grating. But seeing just plain floor tiles is kinda boring, so even the floor …

Coding schmoding: Populating Levels

Apologies for not updating last week. I ran into a number of problems while trying to put items in levels. It certainly sounded simple enough, right? If there's room for something to spawn, then spawn it. Boom, done.

Of course it's more problematic than it first seemed. Long story short, last week I spent a good chunk of time trying to figure out why functions I wrote weren't spawning anything at all. I don't recall all of the problems, but it was just one thing after another. You should have seen my browser tab - it was filled with Unity reference pages.

In any case, I decided to pick it back up this week, and finally got some progress forward.

Lots of learning and coding these past couple of weeks. Been trying to randomly spawn objects in the game world. Took longer than I wanted, and it's still wonky. Making progress, though. My sanity thanks liquor and pot. Read the Devblog in bio. #gamedev #gamedesign #indiegame #indiedev #solodev #indiestudio #prototyping #bsp…

Elemental Pests: The Æther Gremlin

Dusk creatures are not the only enemies the player will encounter. As with any ship or boat, it has its own type of pests such as bugs, birds, and rats. In Eclipse Perilous, the airships of the Sky Nation of Albion is beset with pests, albeit the Elemental kind.

Here is one such pest: the Æther Gremlin.

Not every enemy is made of Dusk. This one is an Æther Gremlin. It can merge with other gremlins, eat your metallic weapons and armor, and fights as part of a swarm. I need to make this particular Gremlin 'fatter'. It seems a tad thin... Devblog in bio. #gameart #pixelart #pixel #survivalhorror #roguelike #gamedev #unity #unity3d #indiedev #indiestudio #indiegame #gamedesign #eclipseperilousA post shared by Inigo (@ceritusorbis) on Jul 30, 2018 at 6:08pm PDT

Elemental Traits
Resilient. Elementals are typically moderately resistant to all forms of damage. This includes physical, psionic, and other elemental damage types.

Swarm. Individually, each Elemental poses little threat - they…

Instantiating Doors ~ A Tragedie

Most other roguelike developers prefer to path hallways between the rooms, and then instantiate walls around every floor tile. This makes creating a pathway through the dungeon a rather simple affair. In my case, however, I didn't want to have the traditional hallway type between the rooms. Rather, I want the overall design to mimic a boat - large rooms that are interconnected through passageways that run parallel.

Because of this design choice, instantiating doors has been a major pain. This is mostly because I don't know all of the tools available to me quite yet, and figuring out which one to use where takes some research. Then, of course, using it properly means iterating the code until it works. The slew of problems that had to be ironed out included the doors and walls not aligning, walls not instantiating at all, doors instantiating in room corners, wall tiles being replaced by door tiles, and so on.

You can sort of see how I refined door creation through the album belo…