DevLog

Making up for lost time.

Improvements first.

I decided to remake the art on Guardian of Lore. The game will have a much stronger appealing starting with the Library level that not long ago I redesigned completely to make it more interesting for the player to explore it, as I told about it at some of the last posts:

Not every advancement can be spectacular…

And some more at:

Tutorial boss reloaded…

Now I also hired a new 3D artist to turn Sayri into a 3D character. I think this will make moving around the game more interesting despite that it’s still going to be a 2D platformer.

The 2D artist I mention in the posts above has done an amazing updates to the Mystic Library and it’s looking great. It’s still a work in progress but it’s looking SO good.

All this deviation from the original plan has delayed the release of the game so much, but as one of my idol said:

“A delayed game is eventually good, but a rushed game is forever bad”  – Shigeru Miyamoto

If he was right then this will be an awesome game xD.

A small anecdote from yesterday…

While the artist keep going I’m working as best as I can in the coding, debugging, performance issues and so on…

It’s been a week since I started to work in the second spell you’ll acquire in Guardian of Lore and of course the last of the two that are going to be included in the Beta release that hopefully will be out at the end of the year.

You can read about the first spell here:

Rain fire upon your enemies!!

The second spell is Animal Spirit.

Sayri uses the belief gathered to summon an animal spirit that it can control through a telepathic link. In it’s first shape you call upon the spirit of a Yaguarete. You can upgrade it later to a hawk and of course make it do other things, like pushing objects, freeze enemies, and so on…

The thing is that yesterday after a LOT of preparing and coding, I was play testing this spell and not long after I started I found out something very stupid.

The animal would appear anywhere… and I mean ANYWHERE!! Inside rocks, inside enemies, inside platforms, and inside chests…

So I added the function to check whether the place designated for the summon was free or not, and if it’s not free the animal would appear on top of the obstacle.

I went back to testing… and the stupid animal would appear like a mile away from the player!!! I got so mad… and I started to hit my head against the wall for so long… I couldn’t understand why the hell it was doing that…

After a while I realized it was because I was testing near a Check Point and I didn’t tell the script to ignore invisible non collision things like that…

I wasted a day with that… but hey, at least I learned something…


As always remember you can follow Round 2 Games on Facebook.

You can now follow me personally on Twitter. I intend to make things more personal here as I carry on with development.

And or subscribe to our news letter in this page. We’ll be sure not to fill your inbox with a bunch of uninteresting trash…

2 thoughts on “Making up for lost time.”

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google+ photo

You are commenting using your Google+ account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s