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LWMedia

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Bloodborne Kart dev update 2023/8/14

Did a lot of animation work for the Shadows of Yharnam racer(s) for today's Bloodborne Kart dev post! Today I animated power up support for:

Delayed Rope Molotov
Blood Vial
Quicksilver Bullets
Coldblood Dew
Piercing Rifle
Leve Action Shotgun
Hunter Pistol

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Bloodborne Kart dev update 2023/8/11

Painstakingly merged the 3 shadows characters into a single rigged mesh due to a code base limitation for today's Bloodborne Kart dev post!

Was very tedious, had to track down every bone & vertex group in the duplicates & add a "_2" & "_3" at the end of their names by hand 😅

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Bloodborne Kart dev update 2023/8/10

Integrating the moped kart for today's Bloodborne Kart dev post!

On top of the model being rigged and imported into unreal engine, I also made a new animation blueprint for it, which will read data from the pawn and animate the rig accordingly (ex. the wheels and handlebars)

Oh, and ignore the fact that the hunter is inside the moped, I don't have an anim set for the driver so I just threw the base kart anim set in it 😅

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Bloodborne Kart dev update 2023/8/6

Finished up the Shadows of Yharnam model and imported them into the engine! Here is a video of me fighting 3 Gascoigne Boss pawns with their model thrown over the skeleton to show em off!

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Bloodborne Kart dev update 2023/8/6

Working on the Shadows of Yharnam for today's Bloodborne Kart dev post!

It isn't finished yet, but I've made good progress for a single day of work!

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Bloodborne Kart dev update 2023/8/4

Animated and integrated the snake ball into the codebase for today's Bloodborne Kart dev post!

Part 1: Made the mob 'road hazard' version of the enemy complete with a roll back anim that playes when run over!

Part 2: Made a fodder kart version of the snake ball!

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Bloodborne Kart dev update 2023/8/3

Made a snake ball for today's Bloodborne Kart dev post!

It uses a combination of fully modeled snakes and a 'tangled snakes' seamless texture around the central sphere. This was a really fun character to figure out how to 'PSX-afy' due to the super high complexity of the source reference!

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Bloodborne Kart dev update 2023/8/2

Finishing up the forbidden woods level for today's Bloodborne Kart dev post!

On top of fully integrating the level into the code base, meaning that its selectable in free play and has a proper name that displays ("Forbidden Freeway") I also did a final tweak to the design, which is to add barriers on the 'beach' part of the map to force players onto the main road where all the action is, instead of skirting around the beach to bypass enemy encounters.

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Bloodborne Kart dev update 2023/7/31

Working on the forbidden woods some more for todays Bloodborne Kart dev post! Polished up the 'team bases' to resemble more appropriate wooden structures that fits the area's aesthetics

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Bloodborne Kart dev update 2023/7/29

Doing more forbidden woods arena development for today's Bloodborne Kart dev post! Did a lot of stuff today: 

• I made a central swamp area that's inspired by the one in the original game (fireflies VFX pending!) This is where the central battle objectives will spawn.

• I also polished up the visuals for the outer ring path, getting rid of the z fighting on the ground, and also added another ring of trees around the outer bounds of the map to greater sell the idea of a th...

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Bloodborne Kart dev update 2023/7/27

Made a giant circuit with the Forbidden Woods assets for today's Bloodborne Kart dev post!

this map will be primarily focused on capture the insight (flag), where the big road will hopefully lead to 'fury road-esque' chase encounters, compared to the current smaller maps where the game type feels more like a game of football.

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Bloodborne Kart dev update 2023/7/26

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

Made a bunch of new boulder assets (one of which looks coincidentally like an ocarina of time bombiwa lmao) and a new sky texture alongside the existing dirt and tree assets to sell the feeling that you are in a spooky forest.

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Bloodborne Kart dev update 2023/7/25

Finally set up the win screen to display a custom, time-based scoring system for today's Bloodborne Kart dev post! Super difficult cuz the win screen didnt initially support custom scoring so I had to expand the entire foundation of it before I could implement the changes.

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Bloodborne Kart dev update 2023/7/24

Finishing up the Mensis boss fight for today's Bloodborne Kart dev post!  I triggered the results screen that normally plays after a race / match, complete with the removed camera while the 'AI' drives around the track.

I put 'ai' in quotes because this part of track is too complicated for my kart ai to navigate, so I instead took the recorded gameplay data that is used for the Micolash chase and repurpose it for the player once their control is taken over by the results screen. View Post

Bloodborne Kart dev update 2023/7/21

Doing some final bits of polish for today's Bloodborne Kart dev post! On top of widening the second arena so it felt less cramped, I also I finally got the custom power up list to work in boss levels! The number of non-offensive power ups has been reduced to only quicksilver bullets, removing the frustration from rolling multiple non offensive power-ups in a row

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Broken Discord Integration for Goth Thrall Tier is Fixed!

Hey everyone! I got a few dm's about the discord integration for this tier being broken and want to report that it's finally fixed! You can now join the discord under the exclusive Goth Thrall role.

If there is still issues, let me know!

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Bloodborne Kart dev update 2023/7/20

For todays Bloodborne Kart dev post I redesigned the second Mensis battle arena, and also polished up the win state where the music fades out and the timer is stopped, as completion time is going to be used to calculate how much insight is rewarded on win.

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Bloodborne Kart dev update 2023/7/19

Updating the bland battle arenas in the Mensis level for today's Bloodborne Kart dev post!

The first of the two arenas is larger and has an obstacle in the center, making it a roundabout with jump pads on the sides to encourage constant movement

The second arena has 4 pillars in the corners, offering up more complexity in this second arena

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Bloodborne Kart dev update 2023/7/16

Finally wrote the dynamic music system for the Micolash boss fight for today's Bloodborne Kart dev post!

The system dynamically switches the music Evelyn Lark wrote around depending on what's happening (for example the music gets quiet after the first arena battle)

The audio mixing hasn't been polished yet but the dynamic music system is fully functional which is the important part!

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Bloodborne Kart dev update 2023/7/15

Doing even more Micolash boss fight polish for today's Bloodborne Kart dev post!

I added the rest of is rambling dialogue, some of which plays during the chase through the mirror maze, and the rest playing during the bridge chase.

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Bloodborne Kart dev update 2023/7/14

Polishing up the Micolash boss fight for todays Bloodborne Kart dev Post!

To start, I added a proper death animation at the end of the battle phases, where before he just popped out of existence the same frame the final blow was dealt.

I also cut to a camera angle on his death as I have to justify a power-up removal as players cant be allowed to take power-ups out of this room for balance reasons

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Bloodborne Kart dev update 2023/7/13: Micolash Joins the Race!

For today's post I edited together a proper trailer for Micolash, check it out!

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Bloodborne Kart dev update 2023/7/11

Re-animated the Micolash boss intro cutscene for today's Bloodborne Kart dev post! Take a look at a playblast:

I did a very basic lip flap animation that is on par with the lip sync found in BBPSX! It is very simple, but it fits the style of older games, and also fromsoft in general as their cutscene direction tends to de-emphasizes faces and mouths outside of a select few exceptions.

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Bloodborne Kart dev update 2023/7/10

Working on the win state of the Mensis boss fight for today's Bloodborne Kart dev thread!

I disabled the distance tracker and respawns for Micolash, stopped the pre-recorded drive data (as it was still scooting his pawn down the track on death), added the 'Prey Slaughtered' title and also granted some echoes at the end.

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Bloodborne Kart dev update 2023/7/8

Working on more Micolash boss work for today's Bloodborne Kart dev post!

To start, I added the distance tracked on the top of the screen, which uses an interp to 'smooth over the distance jump that happens over a single frame on a teleport.

I also made the boss speed up depending on how close the player is to them (or more accurately, an invisible actor that drives down the track at around the same rate as Micolash) so they can never be overtaken, as that isn't the objective.

<...

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Bloodborne Kart dev update 2023/7/7

Working on the final phase of the Micolash boss fight for today's Bloodborne Kart dev post!

The final chase is a pre-recorded playthrough applied to Micolash's AI to make up for the fact that the Kart AI I wrote wouldn't be able to navigate a track of this complexity competently enough for a boss fight.

Half way through the track the hunter is given the Evelyn Pistol so they can deal the last bit of damage while the track endlessly loops.

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Bloodborne Kart dev update 2023/7/6

Working on a new power up and extending the Mensis bridge track for today's Bloodborne Kart dev post!

The Evelyn is a revival of an old mechanic I toyed with at the start of this games production, where power ups would draw from quicksilver bullets instead of their own ammo pool, tying together offence and good driving

The track design is also drawing from my platformer level test I made...

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Bloodborne Kart dev update 2023/7/5

Working on the Mensis bridge track for today's Bloodborne Kart dev Post! Here is a look at it, which also features a new 'short bridge' variant of the model to allow for quick drop offs and tighter turns.

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Bloodborne Kart dev update 2023/6/29

Started doing proper boss design for today's Bloodborne Kart dev post!

I made a closable gate and also got Micolash to switch to battle mode after you trap him in the first dead-end battle arena.

There is still a lot of work to be done, but its good to see progress!

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Bloodborne Kart dev update 2023/6/28

Polishing up Micolash's movement for today's Bloodborne Kart dev post!


Part 1: Spent all morning plotting dynamic curves to get Micolash smoothly to turn around corners. Super challenging, but very satisfying to see plotted out with debug visuals!


Part 2: Made Micolash ease to a stop if he reaches a nav point without the player right behind him.

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