fixed most (all?) links in devlogs

This commit is contained in:
2025-12-21 18:08:30 +00:00
parent fc5297b695
commit e4c69332ae
7 changed files with 12 additions and 12 deletions

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@@ -70,7 +70,7 @@ This is an image for a weapon I've come up recently! It's supposed to be a slow-
<img alt="A crude sketch of a blaster resembling the 3D model shown above." src="venom_sketch.webp">
</div>
The bolt visible in the first sketch actually makes me consider using [the model I showed off recently](/projects/projectn5/devlog/20240323) as the v2 for the Venom (which I would call Antidote by the way, in reference to [this song](https://youtu.be/fbafd6UV3w4)).
The bolt visible in the first sketch actually makes me consider using [the model I showed off recently](/projects/projectn5/devlog/2024/0323/#a-new-weapon-is-in-the-works-) as the v2 for the Venom (which I would call Antidote by the way, in reference to [this song](https://youtu.be/fbafd6UV3w4)).
## N5 Blaster glow!

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@@ -52,7 +52,7 @@ A while back, ByteMuncher7 on YouTube uploaded a video on [projectiles in video
<img src="sky.webp" alt="A bright blue sky and procedually generated white clouds">
I changed the sky to be brighter and more friendly in the Unity test level. This doesn't serve the game in its final form in any way, it's just a measure I took to [give myself the impression that a lot has changed](/projects/projectn5/devlog/20241012), since the game has visually changed.
I changed the sky to be brighter and more friendly in the Unity test level. This doesn't serve the game in its final form in any way, it's just a measure I took to [give myself the impression that a lot has changed](/projects/projectn5/devlog/2024/1012/#what-s-next-), since the game has visually changed.
Interestingly though, this did give me ideas. This sky shader has a setting for cloud fuzziness, which, when turned down, gives the clouds a more toon-like aesthetic (pictured here). This is great, because this is actually an aesthetic direction I had recently decided to pursue with Project N5.
@@ -93,7 +93,7 @@ Oh and, with this change, I think I decided on the upgraded version of the N5 Bl
## Need Some Ammo?
After I introduced a [new ammo crate in the last devlog](/projects/projectn5/devlog/20241012), I completely overhauled its look. It's now quite different, more simplistic in its mesh, and it's so round, I stopped calling it crate and started naming it canister.
After I introduced a [new ammo crate in the last devlog](/projects/projectn5/devlog/2024/1012/#what-s-next-), I completely overhauled its look. It's now quite different, more simplistic in its mesh, and it's so round, I stopped calling it crate and started naming it canister.
<img src="canister.webp" alt="A new 8-sided ammo canister with the N5 Bomb Launcher logo on its sides">
@@ -127,8 +127,8 @@ Seeing all of this art gives me ideas for how I could design a robot character,
## Retrospective
It's been almost 14 months of working on Project N5 sometimes actively, with occasional breaks in-between. Can you believe that this game started from *this?* (video from [2023-09-16](/projects/projectn5/devlog/202309))
It's been almost 14 months of working on Project N5 sometimes actively, with occasional breaks in-between. Can you believe that this game started from *this?* (video from [2023-09-16](/projects/projectn5/devlog/2023/09/#one-small-step))
<Video src="../202309/2023-09-16_00.mp4" />
<Video src="../../2023/09/2023-09-16_00.mp4" />
Logically speaking, of course, that makes complete sense. I had to start from somewhere. But it's the fact that I managed to get so far already, working on my own, that I find crazy. I've already managed to implement many basics of this game, slowly but surely realising my vision. I think this really has potential. I should keep up the work.

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@@ -5,7 +5,7 @@ While I've been busy working on another game with friends lately, I've managed t
As promised before, I've worked on Laura's head a bit more. Her full face shield has been replaced with a face mask / respirator covering only the bottom half of her face. Also, I finally got the hair into a state I'm actually happy with. Here's a comparison:
<div class="horizontally-centre-aligned">
<img src="../20241222/laura-hair-flat-new-3.webp" alt="The old protagonist's head with green clothing and full-face mask">
<img src="../../2024/1222/laura-hair-flat-new-3.webp" alt="The old protagonist's head with green clothing and full-face mask">
<img src="laura-head-new.webp" alt="The new protagonist Laura's head with red clothing, a half-face mask. The character now has a brown left eye, a mechanical right eye, and eyebrows, as well as bangs">
</div>
@@ -29,7 +29,7 @@ Just some small metallic rings that I thought looked cool. For positioning these
Laura's hair is now separate from her main mesh. The main mesh is rigged using a metarig generated through Rigify, whereas the hair has a manually-created armature. Also, the hair is split into the front part and the back part, separated by the hair band (which is part of the main mesh). This allows me to replace the flowing back hair with a ponytail easily in-engine without swapping out the entire character.
This is pretty cool, because I can now create scenes for each hairstyle, set them up with [jiggle bones](/projects/projectn5/devlog/20241222/) to create flowing hair, and essentially add a toggle to switch between them in-game!
This is pretty cool, because I can now create scenes for each hairstyle, set them up with [jiggle bones](/projects/projectn5/devlog/2024/1222/#hair-animation) to create flowing hair, and essentially add a toggle to switch between them in-game!
## Rigging and Using Blender's Rigify

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@@ -32,7 +32,7 @@ While I'm super happy that I was able to create a relatively decent mesh (topolo
I think Laura (being born in the 28th century) should look more futuristic, more interesting, and just overall more unique! I also want to make changes to aspects such as her hair, because while I have found out how to animate it in-game, it looks pretty unappealing. Plus, laying the back hair was kind of difficult; making it follow the flow of her shoulders meant that it would not deform properly when running. Making it straight would mean it clips through her torso when standing still. I *do* have an idea for how to fix that by modelling it straight and then placing a capsule as collision shape for the `SpringBoneSimulator3D` but this didn't even exist when I modelled Laura.
Also, I think I want to go with [tied-up hair](/projects/projectn5/devlog/20250203) instead. Not only does it animate much easier without clipping, but it'll give Laura a more unique silhouette, I believe!
Also, I think I want to go with [tied-up hair](/projects/projectn5/devlog/2025/#new-hair------) instead. Not only does it animate much easier without clipping, but it'll give Laura a more unique silhouette, I believe!
I've been doing some sketching in a new B5-sized (much better size than A5 for sketches, I reckon) notebook, and I'm quite excited for this.

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@@ -39,7 +39,7 @@ I think what helped with modelling this time around was that I let go of the not
### The Eternal Hair Struggle
I've [struggled with hair before](/projects/projectn5/devlog/20241222/), and it's not gotten *much* better. Check out Laura's current ponytail:
I've [struggled with hair before](/projects/projectn5/devlog/2024/1222/#hair), and it's not gotten *much* better. Check out Laura's current ponytail:
![Back perspective at Laura showing her ponytail](ponytail.webp)

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@@ -18,7 +18,7 @@ Which leads nicely into my second reason...
### The Project Changed
For quite a while after I started *Project N5*, I didn't know where to take the project. In fact, I was stuck at the idea of a robot protagonist for *such a long time!* Laura only came to mind [much later](/projects/projectn5/devlog/20241127/). With her, however, my ideas for the project started to change slightly.
For quite a while after I started *Project N5*, I didn't know where to take the project. In fact, I was stuck at the idea of a robot protagonist for *such a long time!* Laura only came to mind [much later](/projects/projectn5/devlog/2024/1127/#laura). With her, however, my ideas for the project started to change slightly.
Don't get me wrong the essence of the game is probably still pretty much intact. However, I want to make the game a little less combat-focussed, which meant that especially the weapon structure I had built up made no sense anymore. I built the system specifically so I could implement as many different weapons as I liked. Recently, though, I decided that 4 is enough, which made the grand system redundant.

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@@ -22,7 +22,7 @@ No functionality is currently implemented. To be honest, I'm not entirely sure i
## Looking At Things
In an effort to make Laura a more lively and interactive character, she can now look at things ([again](/projects/projectn5/devlog/20250316/)), courtesy of `LookAtModifier3D`! And this time, I've implemented a priority queue system where the responsible component will keep references to all `LookTarget`s (`Node`s that can be placed freely in the world), which have a priority assigned to them `LOW`, `MEDIUM`, and `HIGH`. The component will attempt to target the earliest added node of the highest priority.
In an effort to make Laura a more lively and interactive character, she can now look at things ([again](/projects/projectn5/devlog/2025/0316/#introducing--laura)), courtesy of `LookAtModifier3D`! And this time, I've implemented a priority queue system where the responsible component will keep references to all `LookTarget`s (`Node`s that can be placed freely in the world), which have a priority assigned to them `LOW`, `MEDIUM`, and `HIGH`. The component will attempt to target the earliest added node of the highest priority.
<Video src="look-at.webm"/>