STRAK'S PROFILE
Strak
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Just an indie game developer out of Alberta, Canada, building games for fun, never for profit, and always giving full effort to every project.
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Developing Systems
Already shared this on the discord, but I made a procedural dungeon generator! Blog post coming at the end of this month to talk more about this.
Developing Systems
Couple more videos for y'all. Here's one about how I created a custom Experience and Leveling system for Thrall, and why it was important.
Also, here's a video detailing how the color-changing armor system works, and how cached graphics can be temporarily modified for use in cutscenes.
And finally, I made a brand new difficulty system that currently isn't available in the demo, but will be in the next update (whenever that is). The system is largely inspired by the Hades Heat System, for any of you Supergiant fans out there.
That's all for now! Stay tuned for more.
Also, here's a video detailing how the color-changing armor system works, and how cached graphics can be temporarily modified for use in cutscenes.
And finally, I made a brand new difficulty system that currently isn't available in the demo, but will be in the next update (whenever that is). The system is largely inspired by the Hades Heat System, for any of you Supergiant fans out there.
That's all for now! Stay tuned for more.
Developing Systems
I made a couple more videos. One is scheduled for release this Sunday, so I'll update this post on that day when the video comes out. First one is about implementing 8 Directional Movement in this game, which will be available in the updated demo (which could be coming soon). This video was also in a recent blog post, so nothing really new.
The second video is about how the random loot in this game is generated. It's pretty technical and kind of boring, but I don't care, I wanted to talk about it. Hopefully someone finds it entertaining.
The third video, available this Sunday, is about Experience and Leveling, and how I had to rewrite the way the engine handles the allocation of EXP in a game where enemies scale to the player level and stats are not increased on level up.
The second video is about how the random loot in this game is generated. It's pretty technical and kind of boring, but I don't care, I wanted to talk about it. Hopefully someone finds it entertaining.
The third video, available this Sunday, is about Experience and Leveling, and how I had to rewrite the way the engine handles the allocation of EXP in a game where enemies scale to the player level and stats are not increased on level up.
Walkthrough Artwork Guide
Developing Systems
Another video. This one talks about the Skill Trees, and the design choices that went into making them.
Developing Systems
I had meant to post new videos as I released them, and frankly I just forgot. Anyway, here's three new videos detailing certain aspects of development over the last month!
First of all, here's a video describing how I added controller and keyboard button prompts in-game based on your control configurations.
Next, here's a video showcasing my scripting process. I've never actually taken any courses on Ruby or formally studied the language, so all my scripting knowledge comes from trial and error, and studying the scripts of more prolific scripters such as Zeriab and ModernAlgebra. Reviewing this video post-release, I caught several mistakes in my initial code that made me feel like an idiot, but the end result works. Also, this has now actually been overwritten by the new sorting code that I implemented last week, and is now available in the new demo.
And finally, here's a video talking about the random dungeon generation in Thrall, and how that all works. Not much more to it than that.
Anyway, that's it for the episodes in October. Maybe I'll just update the page once a month? We'll see. Tomorrow is blog day, so stay tuned for that!
First of all, here's a video describing how I added controller and keyboard button prompts in-game based on your control configurations.
Next, here's a video showcasing my scripting process. I've never actually taken any courses on Ruby or formally studied the language, so all my scripting knowledge comes from trial and error, and studying the scripts of more prolific scripters such as Zeriab and ModernAlgebra. Reviewing this video post-release, I caught several mistakes in my initial code that made me feel like an idiot, but the end result works. Also, this has now actually been overwritten by the new sorting code that I implemented last week, and is now available in the new demo.
And finally, here's a video talking about the random dungeon generation in Thrall, and how that all works. Not much more to it than that.
Anyway, that's it for the episodes in October. Maybe I'll just update the page once a month? We'll see. Tomorrow is blog day, so stay tuned for that!
Character Skill Trees
Here's the last episode featuring the character skill trees! This week features Brutus the Berserker! While not having the ability to multiply his damage like Damien, Brutus can gradually increase his damage infinitely over time! His skills allow him to deal massive damage consistently, and become a walking tank while doing so, absorbing damage like nobody else!
Character Skill Trees
Episode 3 is up! This episode features Mel the Elementalist, and how with her skill trees she can clear an entire field of enemies in a single blow, or turn even a simple non-elemental weapon into something very powerful indeed!
Character Skill Trees
Rather than make a whole new media page for every single episode, I'm just going to post a reply to this page with each new episode. That may change if I end up with way too many episodes and a massive load time for this page, but here it is for now.
Anyway, here's the next episode featuring Lionel's skill trees! Lionel is a Crusader, and while having some excellent abilities that increase his damage, he actually can become the best team support in the game!
Anyway, here's the next episode featuring Lionel's skill trees! Lionel is a Crusader, and while having some excellent abilities that increase his damage, he actually can become the best team support in the game!













