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Devlog
Death's Doorstep
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Devlog
Particles and SFX
December 13, 2020
by
pebbz
I did a little bit of refactoring so that it's a lot easier to re-use assets. Check out my vlog to see the why and how!...
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Taking Damage
November 23, 2020
by
pebbz
This is a continuation of my last video improving on-hit effects, but I went a bit further this time and added a player hurt state and invincibility. Not too much has changed with the Jellyfish hurt a...
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The Stitch framework for Unity
November 11, 2020
by
pebbz
Intro Throughout the development of Death's Doorstep, I've created a lot of common C# classes that I can re-use for future projects. A lot of this work is done to save me time in the future, but at th...
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Combat VFX
November 09, 2020
by
pebbz
1
Since the last vlog I've been working at improving my on-hit visual effects. What I had in place before was a bit bland imo, I wanted to give a little bit more impact to landed attacks. This vlog will...
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Advanced movement
October 18, 2020
by
pebbz
This week I wanted to add some advanced movement options to the game. These are mechanics that aren't necessarily required to complete the game, but will be needed for some secrets and speed running p...
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Splitting up the Standing state
October 04, 2020
by
pebbz
I broke down the Standing state into separate states for Walking, Running and Ducking. This video is a deeper dive into how the State machine for Death's Doorstep works, as well as how Services are us...
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State machines
September 21, 2020
by
pebbz
If you develop games and don't make use of state machines, I highly recommend you check them out. In this video I break down the basics of how I created a state machine within Unity, as well as what b...
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How I Build a Scene
August 31, 2020
by
pebbz
Starting now I'm moving over to video updates on the game's development. It's a little bit faster for me to put the content out there, which will help me be consistent on communicating changes. This i...
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Adding combat
July 13, 2020
by
pebbz
In my head I tend to get ahead of myself and plan out mechanics which are based on mechanics that I haven't even implemented yet. Adding combat to Death's Doorstep is the worst for this. I've been mea...
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And then it became a metroidvania
June 23, 2020
by
pebbz
I always told myself that I should make a simple 2D platformer before trying to make a full on metroidvania. I didn't want to bite off more than I could chew and I felt like simply making my game a me...
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Updated fall animation
July 23, 2019
by
pebbz
i updated the falling animation. Seems like the height shrunk during the conversion, but it still looks good in game so I guess that isn't such a bad thing. I was seeing this animation a lot when addi...
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Jump animation cleanup
July 14, 2019
by
pebbz
Updated the jumping animation to have 64x64 pixel density. This was a nice one to finish cuz it means that now the most common animations are complete (idle, run, jump). I don't see the blocky 32x32 q...
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Updated Door animation
July 12, 2019
by
pebbz
Doubled the pixel density of the door to match the player sprite. Looks a little bit prettier now...
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Aseprite border scripts
July 12, 2019
by
pebbz
From left to right: Original 32x32px density Updated 64x64px density, no borders Used LayerBorder script to add 1px black border around each layer Used ImageBorder script to add 1px black border aro...
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Resizing pixel art
July 12, 2019
by
pebbz
I wanted to add a floating baby that he carries on his back, but at 32x32 pixel density, the detail was lacking. Mix that with the fact that I was already disliking how blocky my game looked at larger...
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Cleaning up the jump animation
July 12, 2019
by
pebbz
I like to plot out my animation with blobs before trying to clean it up. Unfortunately that means my art looks like shit until I decide to clean it up some. Here's the before and after for the jump an...
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Aseprite Border creation script
July 12, 2019
by
pebbz
I created a script in Asesprite that'll help outline my pixel art. I didn't really feel like doing it by hand, so this will save me a bunch of time moving forward. Feel free to use/steal for your own...
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First post
July 12, 2019
by
pebbz
I've been at this for a while already, but I figured now was as good a time as any to start up a devlog. First few posts are just updates I've posted on Twitter that I'm patching over. It's gonna be...
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