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LWMedia

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Bloodborne Kart dev update 2023/10/6

Doing more environment art for today's Bloodborne Kart dev post! Added some more smaller details outside of the playable area like coffins, statues, gravestones, you know the classic Yharnam flavor.

I also added colored lamps to specify which 'team' each side of the map is.

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Bloodborne Kart dev update 2023/10/5

Polishing up the courtyard arena for today's Bloodborne Kart dev post!

This was actually the original test level that I want to officially promote to a final level, so let's get to it! I added little areas on the far end of the bridges to give said bridges a purpose (they originally existed at angles to test driving up and down slopes). These little areas will probably be where the teams will spawn.

On top of that, I also worked on the outside environment. It's unfinished but seei...

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Bloodborne Kart dev update 2023/10/3

Fixed a major bug that was popping up in the new 'The Hunt' game type for today's Bloodborne Kart dev post!

Now that the bug is fixed, we have a fully playable game type, so check out a match!

But to explain the bug further: Randomly during gameplay during this game type, I found that some kart racers would seemingly forget how to drive and just ram into the nearest wall. Using a lot of debugging, I was able to narrow it down to 'the enemy I am targeting does not exist'

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Bloodborne Kart dev update 2023/10/2

Working on the new "The Hunt" game type some more for today's Bloodborne Kart dev thread!

I updated the AI system to be able to target enemy mobs instead of just kart enemies. This means that they will now properly hunt down enemy

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Bloodborne Kart dev update 2023/10/1

Working on a new game type for today's Bloodborne Kart dev post: The Hunt!

In The Hunt, players must collect echoes by defeating normal mob enemies, or blowing up enemy players to steal their echo stash!

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Bloodborne Kart dev update 2023/9/28

Big QoL updates for today's Bloodborne Kart dev post!

Firstly, I made the kart's texture get tinted to the team's color to help the player understand what team they are on (as the arrow on the bottom right corner of the screen wasn't enough IMO)

Secondly, I added text above battle objective icons (like 'grab me!') so the player knows what to do at all times, even if they have never played the game before and picked up the controller mid match.

And saving the best for last, I...

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Bloodborne Kart dev update 2023/9/27

Working on improving readability for level intros for today's Bloodborne Kart dev post! I expanded the widget to include a text box to describe the game type to start.

Small stuff like this is really important to get new players informed so they dont get lost!

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Bloodborne Kart dev update 2023/9/26

Worked on arcade mode for today's Bloodborne Kart dev post!

In summary, arcade mode vastly simplifies the UX of the game and pares down the complexity in favor of a quick drop in / drop out experience that would be fitting for an arcade or otherwise public facing demo version of the game

Arcade mode already existed, but I have expanded it to both include split screen support and battle mode, which didnt exist when arcade mode was first created.

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Bloodborne Kart dev update 2023/9/21

Polishing up the Forbidden Woods track for today's Bloodborne Kart dev post!

Wrapping up the level, covering up all the gaps in the floor and adding geometry beyond the boarder railings, adding ceilings to interiors, placed more enemies on the track ect.

I also added 'post-race cameras', which adds removed camera perspectives to make it more visually interesting. I also finally added a 'hide UI' button so players can fully view it if they wish (UI art not final!)

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Bloodborne Kart dev update 2023/9/20

Worked on AI pathing and power up placement for today's Bloodborne Kart dev post!

Dropped a bunch of custom-made kart navpoints down the track which makes them capable of drifting around corners, deciding which fork in the road to take, jumping off boost pads and more!

The addition of power ups also makes the level come to life with bullets and explosions popping off all over the shop which of course finally makes the track fun to race down!

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Bloodborne Kart dev update 2023/9/19

Now that the forbidden woods track is raceable, it's time to set up all the stuff needed for it to be fully integrated into the codebase for today's Bloodborne Kart dev post!

On top of creating the intro cameras, I also placed down the track checkpoints which does 3 things: Track placement against other racers, track which lap the player is on, and check if the racer is going backwards so it can display the 'wrong way' messenger scroll!

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Bloodborne Kart dev update 2023/9/18

Finished off the loop for the forbidden woods track for today's Bloodborne Kart dev post (albeit with unfinished visual assets), so here's a full run through of all the work i've been doing these past few weeks!

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Bloodborne Kart dev update 2023/9/14

working on more forbidden woods for today's Bloodborne Kart dev post! To start, I polished up the U-turn section of the road near the end of the track and also made the cavern that leads to the shortcut elevator.

Seeing as a single use elevator wouldn't make sense for a kart racer, I decided to use jump pads to corkscrew up the shaft instead (layout not final!!)

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Bloodborne Kart dev update 2023/9/13

Did some tedius restructuring for the forbidden woods track for today's Bloodborne Kart dev post!

To summarize, the map didn't properly loop back on itself, so I had to painstakingly group together each section of the map to make them easily rotatable so I could make the track a circuit.

It isnt final but I also got around to making the minimap which plainly shows off the fact that its the most winding track in the game, which makes sense seeing as its the only offroad one.

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Bloodborne Kart dev update 2023/9/12

Working on the windmill exterior for today's Bloodborne Kart dev post!

It is one of the rare models that never get culled by distance, meaning that it operates as a landmark that the player can drive to in real time.  This does mean that is has to be very low poly, however.

Since the model will never be close up to the player, it'll be pure black due to the distance fog so a texture isnt needed.  However, I did want to poke some holes in the windmill blades as that will ...

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Bloodborne Kart dev update 2023/9/11

Worked on the transitionary space between the cannon path and the windmill interior!

It is very small (mostly just a single tiny room and a stairway), but it was really difficult getting all the geometry and collision to line up with everything.

But with that said, there are no more debug teleporters needed to jump between track sections, its now all fully raceable (we still need to make the shortcut back tho!)

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Bloodborne Kart dev update 2023/9/8

Worked on the next forbidden woods area for today's Bloodborne Kart dev post!

I punched a hole in the windmill interior wall and made the next stretch of track which contains the re-used bridge found at the start of the level (this is true in the ps4 original as well)

From here, the track will eventually enter a tower that will bring the racers back to the start of the track and it'll be fully race-able, if not very unfinished visually.

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Bloodborne Kart dev update 2023/9/6

Showing off a full run through of the map so far (I stitched the isolated windmill section with a teleport mirror just for demonstration purposes)

The track so far is around 55 seconds with the new windmill content, which is very good seeing as the rule of thumb for this game is each lap being around 1 minute!

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Bloodborne Kart dev update 2023/9/6

Started the windmill interior for today's Bloodborne Kart dev post!

On top of creating the upper ring of planks, I also made the stairs leading down to an unfinished bottom floor. The intended route will be to race around the upper ring before snaking around on the floor and exiting to loop back to the start!

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Bloodborne Kart dev update 2023/9/4

Worked on the infamous forbidden woods canon for today's Bloodborne Kart dev post! There is only basic functionality at the moment, but it will be expanded upon later!

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Bloodborne Kart dev update 2023/9/3

Worked on the other side of the oil river for today's Bloodborne Kart dev post!

I also laid down the groundwork for the run down village that has the canon trap

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Bloodborne Kart dev update 2023/9/1

Working on the oil river for todays Bloodborne Kart dev post!

Made a new oil texture and just recycled the water effects for it, as I feel like that would fit a PS1 inspired game like this.

I also worked on the cliffs on either side, which do resemble the cliffs in the original game, but have been tweaked to better draw the racers eye down the track (this is a racing game after all!)

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Bloodborne Kart dev update 2023/8/31

Doing more Forbidden Woods development for today's Bloodborne Kart dev post! To start, I added more to the run-down village around the death pit, and also added proper collision, making it drivable.

I then added destructibles around the edge of the pit to disincentivize running over it (while still making it possible) and slightly altered the layout to make the 'fork' more navigable.

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Bloodborne Kart dev update 2023/8/30

Working on more of the forbidden woods for today's Bloodborne Kart dev post!

Started working on the run down village area, complete with the next two traps, which are collapsing wooden floors.

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Bloodborne Kart dev update 2023/8/23

Working on the Forbidden Woods track some more for today's Bloodborne Kart dev post!

Created the yellow flower field and also the red-lit pathway that will eventually drop the player into the villiage area.

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Bloodborne Kart dev update 2023/8/22

Made the 'iconic' forbidden woods log trap for today's Bloodborne Kart dev post!

This isn't the final implementation (the sound is temporary for example) but it's already looking pretty good!

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Bloodborne Kart dev update 2023/8/19

Working on the forbidden woods racetrack for today's Bloodborne Kart dev post!

Not a whole lot of ground covered, but I did make the initial lantern area and the recognizable bridge leading to the rest of the level, albeit made wider to account for the fact that this is a racing game and not a third person action game!

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Bloodborne Kart dev update 2023/8/18

Wrapping up the Shadows of Yharnam for todays Bloodborne Kart dev post!

Made a standing idle for them that will play in the menu, and also fully integrated them into the character select, including a new thumbnail!

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Bloodborne Kart dev update 2023/8/16

Did more Shadows of Yharnam animations for todays Bloodborne Kart dev post! On top of making the damage animation (where the snakes flail alongside the Shadows themselves) I also did the two tricks!

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Bloodborne Kart dev update 2023/8/15

Made the melee weapon for the Shadows of Yharnam for today's Bloodborne Kart dev post! This took a lot of work seeing as each Shadows has their own set of weapons, effectively tripling the workload.

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