Some updates and more!
Hi there everyone!
Quick update: You may have noticed the “web Demo” button, please reach out to me if you would like to see Hell’s Asylum in your browser!
FAQ on my recent work
I know I’m not the best at updating you all on what’s going on but I’ve got a lot of information to share.
Firstly, Aragon: Hell’s Asylum is seeing a major overhaul and revitalization since my last update (the one where I almost broke everything). I’ve also been experimenting with packaging the game onto other platforms (HTML5 and Android in particular) just to see what is possible on non-PC hardware.
So what exactly has been changed?
For one, the camera system has become more dynamic and closer to what I had originally envisioned for the project. The camera, when not in combat, has a wide FOV and follows the player from behind. I did this to make platforming and level exploration in general less cumbersome. Don’t want to just blindly fall into a pit or into a parade of enemies.
When in combat, the camera draws in closer and allows the player to comfortably see what’s in front of them without sacrificing the wide angle of the camera. Those of you who have played older versions of the game will be familiar with the position and angling of the camera.
You’ll also remember that I had been making an effort to reduce my dependency on timers for updating UI data for both the player and the AI, well that is still continuing and more mechanics and features being transitioned from Blueprint to C++ to take greater advantage of recent updates to engine code.
I don’t want to reveal too much here but there are a lot of improved mechanics and behind the scenes programming (like the player’s location in a level as well as actions taken within a level being stored and loaded in save files) in the works as well.
What else is new?
Well, I’ve been working with a startup company on a project that I can’t talk too much about but I think it’s going to be interesting and I can’t wait to share it with you all! It involves some experimental tech and I feel lucky that I’m working on it.
That about does it for this blog post. I’m making an effort to be more active and share updates on my projects, both gaming and music related.
So as always…