And yes, he is a parallel to Barrell Caskett but in a different direction. While he acts as mentor, he is not a blood relative of the cast, and participates a bit more as a guiding figure within the game.
Posts by CloudyFocus · Wishlist Adamant Heart
Anyways, here's Gramps! Also known as Thenell. The grandfather figure, acting as the wise old man that guides the rest of the cast. Also a badass going back to his prime.
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This is Gramps' study, where he keeps all his research books on Adamant lore and random artifacts. The house is littered with these!
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Thank you! In general, I'm following the line from MML1, but with a more expansive and lived-in overworld like in Zelda: Link's Awakening. Not too huge, but more than just a few green areas.
Working on the home of our party! Not a flying house like the Flutter in MML, but it'll be the place to rest and prepare for the next adventure. Totally a work in progress, though.
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It sure did seem a bit more complex. Thanks for the tips! The obstacle detection gave me an idea to distinguish between walls and slopes :D
Loving the amount of challenge involved! How did you implement chasing? It looks like it seeks an optimal path for jumping.
It looks like grandma!
When you update your main character's face textures and it goes from 1000 yard stare to actual eyes.
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Agreed! I settled for Logic because Reaper appears to be too customizable for a beginner like me. Still, making a nice melody is hard.
Around three months into Logic Pro, and I finally managed to compose something resembling music for the game. No way I can make an entire OST, but it was fun to learn the basics of music production. Give it a listen!
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I was actually going for a mish mash of colors for anything other than primary weapons, to add some variety. We’ll see, if it’s requested enough during the demo…
I've seen that one a few times, hahah. I'm totally doing animated faces, but angling them will depend on the specific shots I want to make for cutscenes. It's not that hard, but all the small details do pile up.
Oh, i’m totally basing a lot of stuff from MML, but slowly adding my own twist. The dungeon music is one of my first compositions, and also heavily based on the Nino Ruins. When I get better, I’ll change it to something more original.
I did just realize the video does not show changing directions, duh. It’s a compass that points the cardinal direction the character is facing, meant for exploration.
The health UI was a bit too similar to MML... so I added a little compass to the bottom eye! Also improved camera mouse controls and the elevator transition.
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I was struggling quite a bit with map bounds-- either I had to extend the map a lot, or limit verticality. In the end, I decided to just add whole neighboring areas.
Now it's all separated into areas, but you can see what lies ahead, no map boundary.
It sure does help with establishing map areas and getting consistent geography. I was struggling with hiding map bounds, so in the end I opted to simply include neighboring areas (albeit empty) wherever you're on the overworld.
Amount of the world mapped vs. full size. Already got a clear idea of all the areas, but it sure is a lot of work. Ideally, I'd love to make something like Kattelox island but on steroids and with more biomes.
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I hope that's a compliment! The point is to make a spiritual successor of MML :D
Not much to show this week, been working on the boring stuff: action prompts, sound management, menus... still, the UI is taking shape with the area titles!
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Added some decent menus, finally. Took a lot of inspiration from BotW, honestly. Going for as much usability as possible and those were the best, in my opinion. Thoughts on a Megaman+Zelda?
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Mostly making the VFX for fun so far. It’ll probably scale with weapon level, and I’ve yet to decide the full weapon list too.
A small followup: managed to implement looking at targets directly! It's a cute little detail.
Also made a custom model for the grenade launcher and improved the kaboom.
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I took a look and it looks cool. I’m personally more into the pixelart style of the PS1, it has a retro feeling that feels missing on modern titles.
Finished a long stretch with UI for saving/loading, as well as area titles. Now back to the fun stuff: a grenade weapon!
Still working on making them throwable while moving.
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To be honest, this project got started as a “Fine, I’ll do it myself” moment.
When you try to run away from a melee boss, and turns out it's deadlier from a distance.
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Modeling the tavern with all its details. The best part gamedev has to be all the little easter eggs you can add, like the family dogs 🐶
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Still in the air, but I’ll probably go for unlockable checkpoints (both surface and underground) like in BoTW, and then a fast travel mechanic to go around.