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LWMedia

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Bloodborne Kart dev update 2023/2/2

Did some major updates to Kart AI for today's Bloodborne Kart dev post! Here's a video of an AI going through the Sewer Circuit track.

First thing I did was add more of those nav link proxies to the upper-level ramps and boost pads, and placed AI nav points up there, so now AI racers will attempt to take the upper level. 

I also made a 'Nav Point Forcer', which is a volume that will override an AI's current nav point to a dev selected one. In this track, it's used when an AI ...

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BBPSX Source Code Pre-Release!

Today marks the 1-year anniversary of Bloodborne PSX!

The reception of this little fan game was more than I ever hoped for with almost half a milllion downloads & a very supportive community springing up around it. Today, I wanted to give back by releasing a pre-release version of the source code! This is a Pre-Release version of the it, primarily for testing and tinkering around with. Documentation is currently being written and changes will be made to a future 1.06 ...

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Bloodborne Kart dev update 2023/1/30

Did a lot of kart AI improvements for today's Bloodborne Kart dev post! Before, the AI would attempt and fail to pathfind while in mid-air, resulting in them turning towards world origin and potentially falling off the stage. I simply made AI simply stop pathfinding while in the air and that fixed it!

This fix, paired with nav link proxies, which are used to close gaps in the blue navigation mesh (basically, it tells AI where jumps are and are visualized by the blue arcs) means that AI ...

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Bloodborne Kart dev update 2023/1/29

Hey all! Started filling the new track up with new content for today's Bloodborne Kart dev thread!

First, I placed down the power ups; I made sure that there were more on the bottom level to incentivize going down there as it's a bit longer than the top level if played optimally. Then, I filled the track up with enemies, as collecting blood echoes raises the racers top speed. I also made sure to place the giant boar enemy in this track as well to echo the design of the original game. View Post

Bloodborne Kart dev update 2023/1/27

Completed the sewer circuit for today's Bloodborne Kart dev thread!  Part 1: Here is a run through of the track using both high and low paths. It's still empty of a lot of content (pick ups, enemies, kart AI ect) but we can finally get a proper feel for the track.

Part 2: I also tweaked the boost stamina cost values, primarily the one rewarded for doing air tricks. Initially it cost the same as the drift boost, but drift boosts have a high cost to prevent racers from spamming, so i...

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Bloodborne Kart dev update 2023/1/26

Doing more track building for today's Bloodborne Kart dev post!

Part 1: For the return stretch of track, I wanted to make a more hazardous leapfrog segment over some water that will kill the racer on contact for the lower level.

Part 2: The upper level has a similar number of boost pads as the lower level, so the time taken to travel are comparable.

Part 3: Here is a look of the whole thing so far! It's about 45 seconds long on average, which is on track for my minute long e...

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Bloodborne Kart dev update 2023/1/25

Getting back to track building for today's Bloodborne Kart dev post! Did a few more turns on the sewer circuit.

The central idea of the track is to try to stay on the upper level and hit the optimal inside corners. If the racer falls off, they can continue to race on the lower level and keep an eye out for ramps that can get them back up.

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Bloodborne Kart dev update 2023/1/24

Took a small break from track building to do some more bug fixes for today's Bloodborne Kart dev post!

Part 1: Enemy AI did not drop their blood echoes on death due to a programming oversight. This has been tracked down and fixed!

Part 2: The piercing rifle's multi-hit functionality has been cleaned up significantly and will now properly pass through 'soft' objects (enemies) and stop at 'hard' objects (static world geometry). This is also now properly reflected in the white bullet...

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Bloodborne Kart dev update 2023/1/23

Did more sewer circuit work for today's Bloodborne Kart dev post!

Extended the track a few more turns, and added a some more points of interest like a downwards slope for the bottom path and an arched overpass that will function as a choke point for racers.

The overpass doesn't offer much function on the top path, so I made a patrolling werewolf that racers have to dodge / kill to echo the sewer level design in BBPSX.

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Bloodborne Kart dev update 2023/1/22

Doing more sewer circuit work for today's Bloodborne Kart dev post! Today I'm focusing on the 90 degree corners, which this track will primarily have to make it stand out. The inside turns on the raised paths are the most efficient way to go, so I put in a broken shortcut that cuts the corner but is riskier as there are no guard rails after, meaning that racers can fall off into the lower path if they aren't careful.

I also made a ramp that racers can use to get to the higher paths; the...

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Bloodborne Kart dev update 2023/1/21

Finally starting the Yharnam Sewer Circuit track for todays Bloodborne Kart dev post!

This track is still in the early stages, but the central gimmick of this track is to have separate higher and lower paths with either being more efficient depending on the area of the track, encouraging racers to switch between the two.

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Bloodborne Kart dev update 2023/1/19

Did an art pass on the Yharnam sewer battle arena! On top of completing the level by adding a ceiling with light sources to color each side of the map to the associated team color, I also made the water 70% more opaque to make the ground less noisy so enemy karts are more visible.

I also made a new spline-based camera intro animation as the original simply rotated around the free-for-all spawn points, making it focus on an empty patch of land in team-based modes.

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Bloodborne Kart dev update 2023/1/18

Making the improved scoreboard systems compatible for today's Bloodborne Kart dev post!

Team scoring entries will now properly be sorted by highest points as expected, and the text in the fullscreen scoreboard is color coded to match the associated team so the information can be read at a glance.

On top of this, I added a display for the score that's needed to win in the top right corner of the fullscreen scoreboard as that is important information that needs to be displayed.

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Bloodborne Kart dev update 2023/1/17

Did some more polish and bug fixes for today's Bloodborne Kart dev post!

On top of adding the new custom game features into the menu (like choosing between team battles or free for all), I fixed a bug where AI wouldn't go after the objective in objective based game types, while in free for all mode. This is now fixed and the AI now act as expected.

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Bloodborne Kart dev update 2023/1/15

Working on a better scoring display system for today's Bloodborne Kart dev post!

The original idea was to show all score entries on the lower right corner scoreboard, but when it came to free for all, there could be up to 8 (or 16 in this example) entries which was too much to display. To fix this, I made the corner scoreboard only show the top 4 (plus the players score on the bottom if they aren't part of the top 4 as I demonstrate in the video by blowing myself up at the start to get ...

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Bloodborne Kart dev update 2023/1/13

Working on battle objective interactions for today's Bloodborne Kart dev post!

The battle objective now can be knocked around by bullets and boost pads which can lead to some fun accidents during a match. On top of this, the battle objective will now reset if left alone for too long or if it hits the kill volume below the level.

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Bloodborne Kart dev update 2023/1/12

Made a new game type for today's Bloodborne Kart dev post!

This game type is called "Hoard the Insight", which is comparable to Oddball for any Halo fans out there! Basically, holding onto the battle objective will generate one point per second for the holders team.

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Bloodborne Kart dev update 2023/1/11

Hey all! Got a lot of work done for todays Bloodborne Kart dev post!

Part 1: Seeing as the hunter can ride any vehicle, I worked on making them ridable with the new Crowfeather Motorcycle. The bike was designed with the exact same 'proportions' as the heavy motorcycle that already exists so the anim set for that bike can be reused here.

Part 2: The piercing rifle is now a one shot kill, so a reload was added to prevent the player from popping off multiple shots in quick succession...

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Bloodborne Kart: Eileen the Crow joins the race!

Hey all, long time no see!

On top of the new racer being created, I also made a lot of updates and changes to the game, including:  

-"Handling" is now a stat that varies per kart, alongside weight and size. Handling will control the turning speed in and out of drifting, and also... 

 - Mid-air control, which lets the either pitch back to travel longer distances (when paired with boosting) or pitch forward to return to the ground quicker, on top of the expecte...

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Bloodborne Kart dev update 2022/12/12

Working on the Halo style battle announcer for today's Bloodborne Kart dev post!

I wanted to make something a little campy for the text so I went with a bloody font with a squelch noise for the hit. There isn't any VO yet but I want to make sure that the system is properly implemented before I get to that phase.

I only have the visceral boost properly implemented but I'll be adding more soon!

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Bloodborne Kart dev update 2022/12/11

Working on the battle menu for today's Bloodborne Kart dev post!

All of the new features that have been added to battle mode (like game types, multiple arenas, score to win, match time ect) now have an equivalent slider in the free battle menu, meaning that players can now properly set up a custom match!

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Bloodborne Kart dev update 2022/12/10

Today's Bloodborne Kart dev post is reviving the cut content from the hunters dream course and converting it into a new battle arena!


The map design consists of two areas separated by a trench. Both sides of the trench can be accessible from both areas, but one side is easier to access than the other, encouraging each team to enter on opposing sides as battle objectives can spawn in the middle of the trench.

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Bloodborne Kart dev update 2022/12/06

Did more refinement of the Capture the Insight AI for today's Bloodborne Kart dev post! Outside of some miscellaneous minor bugs, the major feature of note is that they will now throw the objective into the goal if they are close enough, which is a faster but riskier strategy.

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Bloodborne Kart dev update 2022/12/05

Big update for today's Bloodborne Kart dev post!

To start, the AI is now capable of chasing, picking up and capturing the battle objective, meaning that we now have a first playable of the 'Capture the Insight' game type!  On top of this, I also added UI support for the battle objectives, showing where they are on the map at all times and also displaying on the minimap when a new objective spawns.

And finally, as demonstrated in Part 2 of this video, I added in multi objectiv...

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Bloodborne Kart dev update 2022/12/02

Worked on battle objective scoring for today's Bloodborne Kart dev post!

The battle manager will spawn battle objectives at developer placed spawn points where they can be picked up by racers and dropped off / thrown into the new battle objective goal actor's capsule volume.

Once the score reaches the new win value (or time runs out), the match will end and the team with the most points is deemed the winner!

Also, I finally integrated the VO taunt system into the game typ...

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Bloodborne Kart dev update 2022/11/29

Going to start making dev posts on Patreon now, seeing as the main platform for posts (twitter) might blow up at any point in time. Without further ado, let's begin!

So, for today's Bloodborne Kart dev post we're working on battle objective physics!

When a racer has hold of the objective, they can aim and throw it using the power up button (R1). The objective can be picked up by other karts mid throw, allowing for 'passing' or 'interceptions'.

Also, when the objective hol...

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Bunlith Update 2

Making good progress on the textures! The head is complete, and the body is about 40% finished

Here is a closer look at it head with various expression tests:


The design of the body is also c...

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Bunlith Updates Day 1

Hello there, Goth Thralls! Super excited to share the first day of Bunlith work! For now, I'm focusing on the head silhouette as that will be the most important part of the character design; The droopy ears with spiked ends really reminded me of the bunny character designs from Dark Cloud especially!


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Patreon Pledge Update

Hello patrons!

Just wanted to let everyone know that there has been a change to the pledge rewards. Originally, 'Making Of' threads were Patreon exclusive, but I decided that locking knowledge behind a paywall went against my entire philosophy as an artist, so I decided to make those public. That reward has been changed to a credit inclusion, which is applied to all pledges!

Thank you for understanding!

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Making The Final Boss of Bloodborne PSX (Spoilers)

The final boss of Bloodborne PSX is something that I've wanted to talk about for a long time. For those who aren't familiar, the entirety of BBPSX's development was meticulously documented on Twitter via daily development threads, but all the unique content that took place after the expected ending of the demake (which was stated to end right after defeating Father Gascoigne) was made in secret due to spoilersand therefore there was no documentation of the creation process.  

That...

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