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Developing Systems

  • Strak
  • 10/01/2023 08:49 PM
  • 444 views
This media page is going to be dedicated to videos that showcase various systems developed for this game, why they were developed, and how they were implemented. Starting off, here's a video detailing the save system for Thrall, and why it became a critical component tying everything together.

Posts

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I had meant to post new videos as I released them, and frankly I just forgot. Anyway, here's three new videos detailing certain aspects of development over the last month!

First of all, here's a video describing how I added controller and keyboard button prompts in-game based on your control configurations.



Next, here's a video showcasing my scripting process. I've never actually taken any courses on Ruby or formally studied the language, so all my scripting knowledge comes from trial and error, and studying the scripts of more prolific scripters such as Zeriab and ModernAlgebra. Reviewing this video post-release, I caught several mistakes in my initial code that made me feel like an idiot, but the end result works. Also, this has now actually been overwritten by the new sorting code that I implemented last week, and is now available in the new demo.



And finally, here's a video talking about the random dungeon generation in Thrall, and how that all works. Not much more to it than that.



Anyway, that's it for the episodes in October. Maybe I'll just update the page once a month? We'll see. Tomorrow is blog day, so stay tuned for that!
Another video. This one talks about the Skill Trees, and the design choices that went into making them.

I made a couple more videos. One is scheduled for release this Sunday, so I'll update this post on that day when the video comes out. First one is about implementing 8 Directional Movement in this game, which will be available in the updated demo (which could be coming soon). This video was also in a recent blog post, so nothing really new.

The second video is about how the random loot in this game is generated. It's pretty technical and kind of boring, but I don't care, I wanted to talk about it. Hopefully someone finds it entertaining.

The third video, available this Sunday, is about Experience and Leveling, and how I had to rewrite the way the engine handles the allocation of EXP in a game where enemies scale to the player level and stats are not increased on level up.



Couple more videos for y'all. Here's one about how I created a custom Experience and Leveling system for Thrall, and why it was important.



Also, here's a video detailing how the color-changing armor system works, and how cached graphics can be temporarily modified for use in cutscenes.



And finally, I made a brand new difficulty system that currently isn't available in the demo, but will be in the next update (whenever that is). The system is largely inspired by the Hades Heat System, for any of you Supergiant fans out there.



That's all for now! Stay tuned for more.
Already shared this on the discord, but I made a procedural dungeon generator! Blog post coming at the end of this month to talk more about this.

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