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Alessandro "Ordnas" Capriolo - Game Programmer and Game Designer

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Citizen Pain | Switch between enemies | Devlog 31/05/2024

Citizen Pain | Switch between enemies | Devlog 31/05/2024

Citizen Pain | First-Person Action Prototype

When attacking, using the first-person view I think is a little easier to switch between enemies than the third-person view.

Citizen Pain | Archers | Devlog 30/05/2024

Citizen Pain | Archers | Devlog 30/05/2024

Citizen Pain | First-Person Action Prototype

Archers are weak enemies, you defeat them with a few attacks.

Citizen Pain | Last areas before the castle | Devlog 29/05/2024

Citizen Pain | Last areas before the castle | Devlog 29/05/2024

Citizen Pain | First-Person Action Prototype

I am continuing to place mesh to replace the blockout, adding one of the last areas before the castle.

Citizen Pain | Environmental hazards | Devlog 28/05/2024

Citizen Pain | Environmental hazards | Devlog 28/05/2024

Citizen Pain | First-Person Action Prototype

There are various environmental hazards such as the rolling boulder.

Citizen Pain | Gate leading to the upper city | Devlog 24/05/2024

Citizen Pain | Gate leading to the upper city | Devlog 24/05/2024

Citizen Pain | First-Person Action Prototype

I am continuing to add 3d models, I placed the gate with stairs leading to the upper part of the city and a square with a fountain.

Citizen Pain | Enemies have slight tracking | Devlog 23/05/2024

Citizen Pain | Enemies have slight tracking | Devlog 23/05/2024

Citizen Pain | First-Person Action Prototype

Enemies have slight tracking during the attack, so that it is not too easy to avoid the attack.

Citizen Pain | Stairs leading to the square | Devlog 16/05/2024

Citizen Pain | Stairs leading to the square | Devlog 16/05/2024

Citizen Pain | First-Person Action Prototype

I am adding the art assets of the stairs leading to the square.

Citizen Pain | Possess an enemy and use it as bait | Devlog 15/05/2024

Citizen Pain | Possess an enemy and use it as bait | Devlog 15/05/2024

Citizen Pain | First-Person Action Prototype

The possession ability is also useful when there are too many enemies.

Citizen Pain | Starting first art-pass | Devlog 14/05/2024

Citizen Pain | Starting first art-pass | Devlog 14/05/2024

Citizen Pain | First-Person Action Prototype

I am starting the first (of probably many) art-pass, focusing on the level opening.

Citizen Pain | Blockout: corridor leading to the boss room | Devlog 10/05/2024

Citizen Pain | Blockout: corridor leading to the boss room | Devlog 10/05/2024

Citizen Pain | First-Person Action Prototype

I continued to iterate the blockout, the level design is at a good point.

Citizen Pain | Skeleton performs a running attack | Devlog 09/05/2024

Citizen Pain | Skeleton performs a running attack | Devlog 09/05/2024

Citizen Pain | First-Person Action Prototype

If the Skeleton is some distance away it could perform a running attack.

Citizen Pain | Back dash to avoid its attack | Devlog 08/05/2024

Citizen Pain | Back dash to avoid its attack | Devlog 08/05/2024

Citizen Pain | First-Person Action Prototype

After a Heavy Attack, I do a back dash to avoid its attack.

Citizen Pain | Gate facade | Devlog 07/05/2024

Citizen Pain | Gate facade | Devlog 07/05/2024

Citizen Pain | First-Person Action Prototype

Today started the facade of the gate leading to the boss’s room.

Citizen Pain | Enemies will attack possessed enemies | Devlog 06/05/2024

Citizen Pain | Enemies will attack possessed enemies | Devlog 06/05/2024

Citizen Pain | First-Person Action Prototype

Using Possession Ability the player can take possession and control enemies.

Citizen Pain | Block the enemy’s attack | Devlog 05/05/2024

Citizen Pain | Block the enemy’s attack | Devlog 05/05/2024

Citizen Pain | First-Person Action Prototype

Often the best strategy is to block the enemy’s attack.

Citizen Pain | Heavy attack: higher damage but slower startup | Devlog 04/05/2024

Citizen Pain | Heavy attack: higher damage but slower startup | Devlog 04/05/2024

Citizen Pain | First-Person Action Prototype

The heavy attack does a lot of damage but the startup is slower than a light attack.

Citizen Pain | Fight against Soldier enemy | Devlog 02/05/2024

Citizen Pain | Fight against Soldier enemy | Devlog 02/05/2024

Citizen Pain | First-Person Action Prototype 1 comment

Fight against Soldier enemy. Destructibles can restrict player movement.

Citizen Pain | Green Knight damage | Devlog 23/04/2024

Citizen Pain | Green Knight damage | Devlog 23/04/2024

Citizen Pain | First-Person Action Prototype

The Green Knight is one of the strongest enemies in the game.

Citizen Pain | Possession on a Soldier Spearman | Devlog 21/04/2024

Citizen Pain | Possession on a Soldier Spearman | Devlog 21/04/2024

Citizen Pain | First-Person Action Prototype

Prototype of the Possession ability on a Soldier Spearman enemy.

Citizen Pain | Castle level design and Weenies  | Devlog 20/04/2024

Citizen Pain | Castle level design and Weenies | Devlog 20/04/2024

Citizen Pain | First-Person Action Prototype

I'm starting the level design of the castle, with the walls and the shortcut tower that takes you back to the bonfire.

Citizen Pain | Skeleton enemies and destructibles | Devlog 18/04/2024

Citizen Pain | Skeleton enemies and destructibles | Devlog 18/04/2024

Citizen Pain | First-Person Action Prototype

Combat against 2 Skeleton enemies and showing some destructible.

Citizen Pain | First Person Action Prototype | Spatial Communication | Devlog #14

Citizen Pain | First Person Action Prototype | Spatial Communication | Devlog #14

Citizen Pain | First-Person Action Prototype

I'm currently focus on the spatial communication of the Citadel, iterating on how to motivate player movement.

Citizen Pain | First Person Action Prototype | Boss Battle | Devlog #11

Citizen Pain | First Person Action Prototype | Boss Battle | Devlog #11

Citizen Pain | First-Person Action Prototype

I started the implementation of the boss battle, intending to challenge the player as a final test to ensure mastery of the game mechanics.