Remove Bug Remove Feature Remove Rigging
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Sent this ask a while ago but I think Tumblr ate it so here it is: In which stage of game development are relationships between characters decided? Asking this because I recently found an old Final Fantasy VII relationship chart and originally some characters were supposed to have completely different bonds compared to the ones they ended up having in the actual game. These seem to be quite important plot points, so I assume that final decisions should be made before creating cutscenes? Or you can change stuff later if devs come up with better ideas?

Ask a Game Dev

building environments, creating animations and rigs, building the technology), and then do the things that take less time to complete later. For features like cutscenes, it depends on how much difficulty it takes to build the cutscenes. This means we have to start work on the things that take the longest as early as possible (e.g.

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The Kristala Dev Blog - Issue #17

Astral Clock Tower Studios

[link] Will also readdressed the ability system to accommodate for various weapons’ special abilities, and fixed a bug that prevented mana from being correctly spent before setting up special attacks for both the Impaler Sword and Venom Handscythe weapons. Here's the bug in action. Animation / Rigging / Production. Lucky you!).

Dev 52
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Top 10 Tools Every Game Developer Needs  

iXie gaming

These tools allow the artist to create stunning cinematic features and gameplay sequences without the need for any specialized engineering knowledge. It comes with a variety of features that aid fast coding. For example, it features a debugger, syntax, highlighting, and intelligent code completion.

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The Kristala Dev Blog - Issue #18

Astral Clock Tower Studios

Will also removed the jumping ability from the game and fixed a few bugs regarding the targeting of spells—like the Earthquake spell and the Impaler's special ability. In addition to the icons, Bianca designed a few loading screens that will be featured in the Kristala crowdfunding demo. Animation / Rigging / Production.

Dev 52
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The Kristala Dev Blog - Issue #27

Astral Clock Tower Studios

The event kicks off on March 26th and runs through April 2nd, so be sure to check out our Events section for more details on the Kristala booth and which game island we'll be featured on. This gorgeous crest features the signature leaf from the mighty Jhacanda tree crossed with a Nisargan stave and Rosethorne sword. link] Programming.

Dev 52
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Solo Indie Game Dev RAP

Mnenad

…Until this bug is fixed. Until this rig is no more jiggeling down down on it’s hips.     I’m so underground - you might think my collider’s not set up, it's a feature - not a bug. Cameras glitch into walls - that’s a weird reaction.  

Indy 52
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Everything You Need to Know About 3D Game Art Production 

iXie gaming

Texturing : In this phase, you give 3D objects color, texture, and surface features. Rigging : It’s about building a framework of bones and controls to allow the movement of 3D objects or characters. Specialized software is needed for this procedure, as well as expertise in 3D modeling, sculpting, and rigging.

Art 52