Re:creation dev log. December 2014 – February 2015. Bigger levels, boss and heavy attack

A long time has passed since I’ve written the last dev log! Is Re:creation dead? Is it stagnating? No, not at all. It’s more alive than ever now!
I haven’t written a new part of dev log because I had to study a lot in December and January. I had some time to develop some stuff during these month and had a lot of stuff done in February.
I’ve decided to write the dev log in two forms

  • First one will be about the features I’ve implemented recently and it will have a lot of pretty screenshots and gifs. (You’re reading this part right now).
  • Second one will be more specific and I’ll focus more on technical parts of the game and implementation details of some interesting features. This part is a lot harder to write so it’ll be less frequent than the first one.
    If you’re wondering about how I’ve implemented one or another feature of the game or its engine, feel free to write an email and ask about it! I’m always glad to answer.

Well, let’s start.

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Re:creation dev log. November 2014. Core game mechanic explained and more.

Re:creation info/press kit | Previous dev log

 

I did a lot of stuff this month and I’ll start with the most important thing.
I’m ready to present the core game mechanic in the game!

Recreation

I call this mechanic “recreation“. Here’s how it works.

First, you kill someone

Then you can become a ghost and travel around the screen without taking any damage and colliding with anything

You can’t get too far away from your body though!

When you are in the ghost form you can become the enemy you just killed

It gets revived in the zombie form. You don’t have many health in this form so you can’t complete an entire level like that, you’re most likely to die. When you die, you return to your original body.

This mechanic is used to solve puzzles and progress forward. Each enemy will have unique skills which will help you on your way.
Here’s an example of solving a simple puzzle.

I have some other puzzles but I can’t show them right now because they need to be polished! I also don’t want to spoil too much for people who read my dev logs.
There are lots of puzzles which can be invented with this mechanic and I’m really excited to work on puzzles involved it!

And now I’ll tell you about other things I’ve done

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Using Lua with C++. Using Lua scripts with C++ classes.

Read the first part about LuaBridge here to see how to install it and use it for basic things.

You can find the complete source code of this article here

This part will show you how to register C++ classes in Lua, call member functions and how to apply scripts to something practical like putting object behaviour code in scripts.
I’m a game developer, so I’ve used examples related to gamedev but you can use Lua almost everywhere, so take a look even if you’re not interested in gamedev.
The code used in this article is as simple as possible while also remaining a complete example which you can run and compile.
I leave out the details which are irrelevant to focus on the main topic: scripts.

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Re:creation info / press kit

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Re:creation is a hobby gamedev project being made by Elias Daler. Re:creation is an action adventure game inspired by The Legend of Zelda: A Link to the Past and Earthbound.
You play as an undead knight who can become people he kills and get their abilities to progress in the game and solve various puzzles using unique recreation mechanic which can be summarized in this gif:
Release date: When it’s done
Platforms: Windows, Linux, Mac
Developer: Elias Daler

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Re:creation dev log. September 2014. Drawing art, being a solo dev, fixing bugs.

Lots of time passed since the last dev log. How’s the game? It’s doing pretty well.

Some things changed, the most notable thing is that I’ve become a solo gamedev now, because the artist abandoned the project. Every sprite you see in the latest screenshots was drawn by me.

Being solo dev is hard, very hard. I spend lots of time practicing art, drawing sprites, animating them and trying to make them as good-looking as possible without spending too much time. And I still have to do programming, scripting, designing and story writing!

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Here’s what I did this summer.

As I’m writing this the last day of the summer is approaching its end. It’s been an awesome study break. It lasted for two months and a lot of things were done in this period.

I see a lot of people who are disappointed in their summer. I’m not disappointed at all. I think I’ve accomplished some great things and while I didn’t reach some of the goals I’ve set, I’ll still work on them. My goals were not very specific (I found it very useful to set not very specific goals as I end enjoying my free time more): read some stuff, develop my game, write some blog posts and spend time with my family and SO. And I did it all. And it was great.

To be fair, I’m a little tired of this study break. I’m glad that I’ll have to study again. Hope this motivation won’t go away too soon. And now I’ll talk in detail about the things I did.

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re:Creation week #4. New graphics, chests, doors, screen transitions

Previous weeks:

This week was totally awesome!
Dmitry has redrawn lots of graphics and the game looks a lot better now.
We’ve also decided to make character proportions more realistic which is also great.
Here’s the graphics comparison

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