Worked on the final boss some more for today's Bloodborne Kart dev post!
First thing was to add the Moon Presence back in the sky for the third phase, as testers were confused as to why damaging the Cleric Beast wasn't draining the boss health bar at the bottom of the screen. Hopefully seeing the Moon Presence will help convey that they are two different entities and dont share a health bar
The other thing I added was a recovery animation for the counter at the end. If the player ...
2023-12-08 00:22:06 +0000 UTC
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The entire boss fight is playable from start to finish!
There is no ending cutscene yet, but it will trigger once the player hits the mandatory visceral boost at the very end of the fight!
Also, check out an incredible update on The Noble Demons final boss music!!
A really exciting milestone to pass!!!!!
2023-12-07 02:37:38 +0000 UTC
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Did a lot of bug fixes for today's Bloodborne Kart dev post!
The Moon Presence in Phase 3 originally never attacked the player due to a bug with their AI's lock on function. This has now been fixed and she will now properly attack you.
I also added a jump pad at the top of the hill in the battle arena. It is actually unique in that it will simply impulse the player 'forward' relative to their own angle, instead of a dev specified direction.
2023-12-04 23:55:07 +0000 UTC
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Worked on the cleric beast sniper intro cutscene for today's Bloodborne Kart dev post! It will be a part of the phase change cutscene, extending it by a single shot.
Also, here is a little preview of the work that The Noble Demon has been putting in the new track, very exiting stuff!
2023-12-03 23:27:51 +0000 UTC
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Used all the new sniper moves I created these last few days for the sniper cleric beast and created a properly balanced AI for the fight!
Basically, she will use melee attacks when the player is right in front of her, will dodge away and fire the rifle if directly behind her, and will do normal sniper attacks when the player is at long range.
She will also do a long range gap closer jump attack if the player is at extreme long range (i.e. on the other side of the arena)
2023-12-03 00:03:36 +0000 UTC
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Worked on the sniper cleric beast for todays Bloodborne Kart dev thread!
Added a new shoot animation and also worked on her aim code some more so she is now actually capable of shooting and damaging the player!
Her AI has yet to be properly balanced so she will go for a shoot regardless of player distance and angle but that will be worked on soon!
2023-12-01 22:30:48 +0000 UTC
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During the Moon Presence boss fight I want to spawn in the Cleric Beast to fight, but she is incredibly easy to defeat as her melee attacks were made for a very slow bipedal player pawn and not a player who can drive circles around her. To fix this I did what I did with Gascoigne and gave her a projectile weapon, this time being the piercing rifle instead of the gatling gun.
I am still working on the attack animations and the custom aiming code (it isn't finished yet so she will always ...
2023-11-30 22:20:22 +0000 UTC
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Worked on the third phase, where the player is tasked with taking out normal enemy mobs while avoiding a magic blast attack from the Moon Presence.
2023-11-28 22:19:27 +0000 UTC
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The Noble Demon has been working really hard on the music for the final level. I've implemented the most recent unfinished work in progress of said music so you can give it a listen! Note that there is an unnatural cross fade in the second cutscene due to the unfinished nature of it.
On top of this, I polished up the fight a bit and also added a third cutscene that will signify the next phase change, where the Moon Presence will vanish and normal enemies will spawn for the player to hun...
2023-11-28 02:05:58 +0000 UTC
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Added a fail state for the final encounter for today's Bloodborne Kart dev post!
All insight collected during the entire campaign gets used as a life system for the final encounter, so I made a little animation that shows the insight ticking down.
Also, check out am early WIP of the music by The Noble Demon!
2023-11-23 22:22:06 +0000 UTC
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Now that the phase change cutscene is implemented, I spent the last 2 days working on the fight itself. Tweaked the moonlight weapon to make the projectile more likely to hit the target, and also increased the range of the lock on as the largeness of the moon presence means the player can see it from farther away.
I also updated the 'hill' battle arena to be round instead of square and added boost pads to launch the player back to the center. This is a small addition but I also made the...
2023-11-22 23:03:56 +0000 UTC
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Integrated the animated cutscene into the engine
It still has the placeholder music, but its already looking very promising!
2023-11-20 23:59:16 +0000 UTC
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Now that the Moon Presence racer is finished, It's back to work on the phase change animtion.
I finally recreated 'that shot' of the original moon presence cutscene, as well as a new shot involving the moon presence sitting down in their kart and the hunter powering up their moonlight sword.
2023-11-18 22:38:46 +0000 UTC
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Working on the 'complex' power ups that require more than a single animation for the Moon Presence racer for today's Bloodborne Kart dev post!
I made animations for the Melee Weapon, Call Beyond, Piercing Rifle, and the Battle Objective. A smaller list than yesterday, but like I mentioned before a lot of these power ups are complex and have reloading animations or a multiple idle states.
2023-11-17 22:21:22 +0000 UTC
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Worked on power up integration for the Moon Presence kart animation suite for today's Bloodborne Kart dev post!
I made animations to support the held firearms and consumables. I also added all the appropriate sockets to the kart which means that the minigun and whirligig wheels are also supported (as those power ups are attached to the kart instead of the player)
2023-11-16 20:16:56 +0000 UTC
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Working on the kart racer pawn of the Moon Presence for today's Bloodborne Kart dev post!
Seeing as the next phase for the final boss is against a karted Moon Presence, this is the logical next step for development.
So far I've animated the base idle, drive and drift states, and also made a power up hold animation that gets blended into the base animations.
The camera is a bit awkward due to the size of the character, but this is a racer for the boss AI to drive first and a ...
2023-11-15 23:18:35 +0000 UTC
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Worked on more cutscene work for today's Bloodborne Kart dev post!
I finished the intro cutscene, added a shot after the animated cutscene establishing the Moonlight Power up as a gameplay object, and then worked on a 'phase change' cutscene that plays at the end of the platforming section. Now that the platforming section is wrapped in cutscenes it's really starting to feel like a proper final level!
2023-11-14 23:58:29 +0000 UTC
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Did more texture work on the Moon Presence for today's spoiler free sunday Bloodborne Kart dev post!
The most important part of the model that was finished today is the face. The empty hole where the details should be is very unnerving in the original design and I feel like I did a decent job recreating that in this demade style.
On top of that I also updated the body texture with more detail on the arms and hands, and finally added the tiny little wings on the creatures back.
2023-11-12 23:14:43 +0000 UTC
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Worked on the intro cutscene for the final boss for today's Bloodborne Kart dev post!
I added a new shot after the iconic front shot of the moon presence showing the level transforming into the platformer level that the player must race down, albeit in an unfinished state.
This cutscene will not include the iconic side shot of the hunter meeting the moon presence as that will be part of the phase change cutscene when the moon presence descends and fights the player proper
2023-11-12 00:04:52 +0000 UTC
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Worked on a lot of backend stuff for today's #BloodborneKart dev post!
A lot of it is just behind the scenes set up to properly integrate into the code base as a special race for tracking purposes. This is an important foundational step but there isn't too much to show on the player side, outside of a now functioning timer which you can see in the bottom left.
This does, however, open up the possibility to add the boss health bar on the bottom of the screen, which I proceeded to d...
2023-11-10 23:51:07 +0000 UTC
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Did more progress on the platforming level for today's Bloodborne Kart dev post. I did a lot so i'll make a bulleted list.
• Added a rip of the moon presence music downsampled purely as a placeholder to better test out and establish the vibes.
• Restructured and extended the level substantially, and made the sure the player is always facing the moon presence by making the level straight
• Picking up the Moonlight will no longer display "Holy Moonlight Sword!!!" in text and w...
2023-11-10 00:26:43 +0000 UTC
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Worked more on the 'platformer' phase of the final boss for today's Bloodborne Kart dev post!
The idea of this phase is to take advantage of the fact that melee weapons can be a powerful platforming tool. Placing spaced apart platforms down and spawning enemies on each allows the player to 'jump' between platforms as they melee launch towards enemies. This can technically be done with no platforms at all as the melee weapon is capable of launching multiple times in the air!
2023-11-08 20:06:28 +0000 UTC
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Hey all!
I know I said I wasn't going to do Bloodborne Kart dev threads, but I'm trying out 'spoiler free sundays' for streaming purposes which means that I can post the results for all to see! Today I'm working on the Moon Presence textures, check it out!
The texture still isn't finished but I made a lot of progress on it (primarily the tentacle textures)
2023-11-05 22:06:20 +0000 UTC
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Working on more final encounter design for today's Bloodborne Kart dev post!
Now that we have the moonlight power up, it's time to make some challenges with it, and a proper arena to house said challenges. I felt that a single tree atop a hill would fit the 'dark hunters dream' vibe that this level has.
For the actual encounter, I experimented with enemy kart racers that have the phantom texture applied to them. The moonlight is very powerful so a 1v3 setup will be difficult but i...
2023-11-04 22:29:24 +0000 UTC
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Worked on the entirety of the Holy Moonlight Blades functionality for todays Bloodborne Kart dev post! This weapon has infinite use and instead consumes 1 quicksilver bullet on use. When the player generates 5 or more bullets the weapon will transform and fire a blade beam with the tradeoff being that the qsbullet cost is raised to 5.
2023-11-03 22:31:48 +0000 UTC
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In Bloodborne Kart, there are 'infinite use' versions of existing power ups that have a different skin for campaign mode. The final boss will have an infinite use melee weapon, which will of course be the moonlight. The moonlight model is a fusion of the one in Bloodborne and the original PS1 Kingsfield version. There isn't any functionality yet, but the asset has been created and imported into the engine!
2023-11-02 22:19:37 +0000 UTC
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Here is the first of the 'spoilers' content updates for today's Bloodborne Kart dev post.
The final level for the game's campaign mode will be against the Moon Presence, who has multiple phases. The main phase will be a complex platforming sequence the player has to go through while the Moon Presence watches from afar. Power ups will be picked up and fired at the Moon Presence to damage it.
What I have here is a proof of concept. I have some more assets to make before we start pro...
2023-11-02 16:48:46 +0000 UTC
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Bloodborne Kart is releasing 1/31/2024!
- 12 racers!
- 16 maps!
- Full single player campaign mode!
- Boss fights!
- Local split screen multiplayerr!
- VS Battle mode!
Thanks so much for the support everyone! May the runway to release be as smooth as possible!
2023-10-31 19:39:06 +0000 UTC
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Doing more split screen work for today's Bloodborne Kart dev post!
Got 4 player split screen up and running! There are still some issues but the core gameplay is super fun and very chaotic!! (also check out player 3 clipping out of bounds with the whirligig wheels power up 😂)
2023-10-11 22:09:42 +0000 UTC
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Now that the courtyard arena is polished, it's time to add all the gameplay functionality to it!
With the team and objective spawners and goals placed, we now can play a proper match! Here is a play through with the standard "Bloodbath" vs gametype to demonstrate.
2023-10-07 20:48:01 +0000 UTC
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