Tag «Dungeons»

Mops & Mobs: Dev log for the weeks from 26-09-14

Friedrich:
I was able to continue with the story of chapter 7, but I'm a bit slow. Big part of the reason is that there are so many other things to do. As everything in the game is still WIP, nothing feels really finished. But I added autosaves to various parts of the levels and story (this was user feedback), made a few shaders mostly for the foliage Patrick created, implemented a card slot that lets you destroy cards during friendly matches, etc.
As we use Godot's posterisation effect to reduce the amount of colours based on a palette per level, some characters look a bit strange when the player meets them outside their usual habitat. So I added a functionality to tint a character depending on the current palette, and now the troll looks a bit less sickish in the first level ... Another issue that was in the back of my head a long time also concerned NPCs switching places - as the player can decorate the dungeon pretty freely, it could happen that a character would spawn inside a chair for example. I (hope I) fixed this by just hiding nearby decorations temporarily.
Also the Kamis are back, kind of. I reused some code that we used in TRI for little flying entities, this time for a visual effect only in the swamp level.

Jana:
This week was quite turbulent, at least planning-wise. We made a couple of decisions about looking for other financing options to finish the game, creating a marketing plan, and deciding on the month M&M will be released. Now that we're getting closer, our project feels more and more like something that's worth spending more time on - but the money will eventually run dry, and as we approach our third year of development, we're also eager to work on something different.
Our main focus right now is still the last level. Like everyone else, I did my part by creating an old Dwarven mechanism. Also there is still the design overhaul of every screen concerning the cards - and some more. Let's just say there are still places in the UI that haven't received any love yet. We had some good design discussions this week – I’d say it’s a good sign things get polished – though we still need to test a lot!

Patrick:
In the other levels very often we use just regular wood ladders. For this level I made the next evolutionary step for them and turned them into rope ladders. But you have to lower them at first. It's basically a shortcut.
I also modeled and textured some little water lilies for the swamp which Friedrich then (with his magic shader abilities) let them move on the surface of the swamp.
And I made some nice waterfalls. But for these I myself got the hands dirty on the (visual) shader programming. Was fun.

Mops & Mobs: Dev log for the week from 26-09-07

Friedrich:
I couldn't work on the main story these days, as small stuff piled up - for example, when switching from decoration mode back to normal exploration, sounds potentially would get cut off. So I finally fixed that, while also implementing several WAV files our sound artist Florian sent us. For muffled step sounds on carpets I had to add logic for recognising different surfaces and not just floor tiles. Moreover I now try to preload more assets that get instantiated during the game, hopefully there will be less unwanted stutter in the future, e.g. when using the inspection mode.
Other than that I fixed a few bugs that became obvious while doing some work on the UI for the card combat. The big portion of card fights is still missing, and that will mean a lot of balancing. Which is why I added a new stats screen that will appear after a "normal fight" (a persistent card fight where destroyed cards don't respawn on a retry). The stats screen shows which cards got removed, and which ones the player earned. This way it is clearer now that you can/should return after replenishing your health cards ... Of course, the UI design is still a work-in-progress.

Jana:
Hello and welcome to Mops & Mobs. Be my guest. Another week, another try. But remember, work or die!! This week we did lots of planning (again!), trying to make decisions regarding the release of the game and potential partners. The closer we get to the finish line, the harder it is to bring people we collaborate with aboard. Therefore we make lists with pros and cons – its mind-numbing and feels like you can only do wrong.
Or we just re-design the interface! The card game didn’t get to look like the rest of the game yet, so I work on a new card and battle screen design.

Patrick:
I built a cool little handcar this week! In German it's called a “Draisine,” but that sounds kinda like a French cooking technique. Besides of that I started to decorate the swamps a bit more with trees, mushrooms and swamp grass.

Don't forget, if you're interested in talking to us directly - about Mops & Mobs our something else - visit our Discord!

Mops & Mobs: Dev log for the week from 26-08-17

Friedrich:
Apart from more improvements to the game's scripting language (which was renamed from gompl to slang.gd) I primarily worked on the "skeleton" main story by writing and scripting the most important quests. Which means the fifth chapter can now be completed, but it's missing a lot of dialogues, player tasks and puzzles on the side. Of course all this will be added later on, but at least Johannes proviced new graphics for the swamp characters and I already implemented them. On to the chapter VI and VII! Oh, and last week I forgot to mention that I also a new trailer for the Trailer Tuesday Show; so a few days ago I extended it a bit for another showcase. Everyone wants "exclusive" stuff, hmmph. The upcoming week is gamescom week, so the next devlog will probably be a bit late again.

Jana:
Next week is gamescom, and I finished up some meetup schedules and pitches for the event. But I also managed to work on the temple level a bit more, where I replaced all the old textures to look similar to the dwarf fortress (Ha!) design Patrick already did - just some clicks with Friedrichs tool (yes to self-programmed tools!). The setting is not finished yet, the colour palette needs some retouches and the lighting is not right, but I’m happy of how the architecture turned out.
In said temple you meet a group of exravagant people whose dialogues I wrote. For that I found a page that assists me with rhymes (rhymezone.com) – expect crap – and also a huge fun for localization later. But right now I enjoy writing them – heavily infused with watching „Rosencrantz and Guildenstern Are Dead“ (recommendation if you like Shakeperean nonsense).

Patrick:
This week I worked on the cave where the big fortress is located and on the swamp grass, but that's not finished yet.

Don't forget, if you're interested in talking to us directly - about Mops & Mobs our something else - visit our Discord!

Mops & Mobs: Dev log for the weeks from 26-07-20

Friedrich:
It's quite some time since our last "weekly" devlog, mostly because we were on vacation. Still, I continued writing characters for the main quest (chapter 5) a bit, but everything has a loose end for now. I also played through the last parts of the current plot line again, in order to do some recordings, and of course I noticed several script bugs and level imperfections that I tried to fix along the way. And the forge level finally has map descriptions!
Moreover, during some free time I got the itch to add support for arrays to the scripting language (gompl) that we use in Mops & Mobs. They are never really needed for our level and dialog scripts, but during some more complex scripts I sometimes thought it would make sense to execute several dialog nodes in a dialog graph at once. Arrays would make this a bit easier.

Jana:
We're in the home stretch for the story! We pushed through the final story points to get everything into place. There's still a wagonload of quests and lines to write, but we want to be able to play through the entire main story soon-ish. For now, it's mostly a rough skeleton to give us an idea of where we're heading by the end of the game.
Then there's everything else that keeps me from actually working on the game: I put together a super-rough trailer for a really cool showcase — if they use it, that is, because I was already quite a bit past the deadline. And gamescom is coming up next week, so I also prepared some more meetings and materials for that.

Patrick:
After over a week long vacation time I came back to the project and did some plumbing, which basically means I filled the open parts in the swamp level with walls and ceilings, finished the columns and ceilings of the swamp inhabitants' architecture and lighted the dark areas with flickering torches. I also started to put a new path into the level that connects the fortress and the huts so that we have now a way to enter the upper part of the swamp. The whole swamp level comes more and more together now. That's cool! The next phase would be polishing and shaping things here and there so that the quests in this level can shine.

Don't forget, if you're interested in talking to us directly - about Mops & Mobs our something else - visit our Discord!

➤