int Checkpoint = 1 //6 Months in, report back to the public


Hello dear humans, fellow creatures and spiritual entities watching this. The Infinitree blesses your presence.

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The last months have been a wild ride. We took an almost defunct project and necromanced the $#!7 out of it. And for a good reason.

The good Bonsai Sage told us that if a flower is not growing, you don’t fix the flower, you fix the conditions in which it is growing. So we went back, started reviewing everything we had so far.

Knees weak and arms heavy, forehead sweating already: code spaghetti

HA! Typical beginner!

Not only that, relying on community plugins and examples is only good when you’re learning from someone who actually knows and can explain or at least document things. Otherwise you’re stuck stitching fragments of different fabrics hoping everything won’t rip apart.

Fortunately we are now in a position not only to fix other people’s mistakes but our own as well.

And so we did. We fixed what we had and made what we needed.

Densetsu Arcade

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DA is currently on full gas and it’s planned to be:

  • Action oriented and lighter on narrative
  • Single or local multiplayer up to 4 players
  • Playable on Win/Lin/Mac (Primary) and Browser/Mobile (Secondary)

So let’s talk about multiplayer. This alone required a full rewrite of player controls and movement. But we went a step further and made sure that all characters follow the same rules and can effectively be controlled by a player if we so desire. This standardization across characters means that, figuratively speaking, the only thing separating a player from an NPC is a flag. any character is mechanically equal to a player without input reading. Their “inputs” are finite state machine AIs.

Player movement is tighter than ever, with the introduction of our own movement plugin. Just traversing the levels is already a lot of fun, but the real meat is still cooking- the combat system.

The player already has an arsenal of fighting moves assigned to three action types: weapon, unarmed, subweapon. There is also a general awareness to which hit type is sent (blunt, cut, pierce) and which material receives it (wood, metal, flesh, etc.).

This not only shapes how things sound, it opens the door for richer interactions, more graphic effects and most importantly: Enemies!

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But that door isn’t open yet, they’ll have to wait outside a little longer :D

First of all, player movement must be clean across all four players. And that will be the foundation of everything else. We’re close. But it takes time. A playable character has around 30-40 animations. And while the basic behavior diagram looks simple, making sure that animation types and state changes are carried out flawlessly requires a lot of testing and reiteration.

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On the side we continue to work on the universe - Lore, factions, locations, cultures - and settled for this preliminary world map:

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Level mockups are also in the pipeline, now that actual gameplay is starting to materialize.

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And we can barely wait to traverse them, with enemies, hazards and things you can interact with, making it truly alive.

We’re hoping you feel the same!

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