Robert and Calvin’s Bomber. Since the last dev log I have been working on doing some concept art. Mainly designing the converted bomber the rebels use to transport the PC to the Hasjn base. The ship is based on a SAAB 17 a Swedish WW2 bomber. In the universe of the game it has an […]
Tag: ps1
About ps1
Post Demoncore: Devlog 9 (v0.1.4)
v0.1.4 + redone dr_start and dr_shop in Crocotile 3d + added selectable inventory + added flash of red when damaged + added noclip command + added title screen background level + Enfield No2 is now 3d and animated + added syringe Most of this update is redoing the models for the level. dr_start and dr_shop […]
Post Demoncore: Devlog 8
Since The last devlog I have mainly been working on redoing the level geometry. I managed to find a program called Crocotile3d. This program uses square tiles from a trim sheet. This is very similar to how the silent hill geometry was created. This also allows me to keep the pixel density the same throughout […]
Post Demoncore: devlog 7 (v0.1.3)
Changelog: +added new dr_bonetower map using Crocotile 3d +added new player model (missing animations) + reworked inventory menu +added warning screen +started the replacement of memos to be images rather than just text Known bug in dr_start where animation is at the wrong translation (currently reworking the mesh for the map) itch.io page
Post Demoncore: v0.1.2 (Devlog 6)
Change Log: + added dr_bonetower map as the first level + changed controls so that it controls similar to a ps1 game + added controls menu + added audio menu + fixed issue with fog + added some of the puzzle elements to dr_forest itch.io page
Post-Demoncore: devlog 5 (V0.1.1)
Change log: +Fixed issue where the collision mesh for the door outside the shop blocked the path +Added start bone tower map +Fixed missing meshes on windows The main point of this update was to fixed problems with the windows version where the game couldn’t read some of the object meshes. To fix this I […]
Post Demoncore: Devlog 4
Saving Since The last Dev log The main thing I have managed to implement is the save system. This works by searching for “persist” nodes and running a “save” method on them. This method returns a JSON object with the variables that need to be persisted after a game load. These values are saved to […]