Guild Wars 2: Demastered
Devlog, Later Changelog
01-10-2016, 03:40 CEST | Beta - 1.2.161001
Screenshot of the Day

- Reworked floor completely
- Laser beam, only way to not get hurt is to dodge
- Player has ~1 second to react
- It shows bomb icon that pulses above player head
- Laser beam mechanic included to blue hologram
- Red hologram shots projectiles at player in a series of 5
- Green hologram untouched
- Started to work at build menu
- Added “Awakening of Mordremoth” cutscene
- Added multiple alternative sounds
- For example: game over music now has 2 variants
- AoE explosion doesn’t have 8bit sound anymore
- Removed checkbox for “Use original assets”, it is default by now
- Created options UI
- Keybinding now works outside the game (launcher)
- Created new main menu
- Comes with ugly pixelart
- Some ambient sounds and screams
- Creepy music
- Quieter music
- Fixed text printing on screen
- Fixed a server crash (jk)
Not yet working on multiplayer. If ever.
25-03-2016, 01:08 CEST | Development Version - 0.0.160325
Screenshot of the Day

- Added Area of Effect fields (warning shows up first, then there’s an explosion and GameObject disappears)
- Yellow warnings
- Cube particles (they look better than let’s say pixelated explosion in here)
- Explosion circle attacks show up randomly near player forcing him to move around
- Added Light Attunement fields
- Fully animated according to original ones
- They give 30 seconds of given Attunement
- If player won’t be able to collect all three, they will eventually time out
- Getting all three light fields will grant you a 60 seconds of Prime Light Attunement
- Boss is vulnerable to Light Attunements and will receive damage ONLY when attuned to them
- Attempt to attack him without attuning will result in adding one stack of Light Feedback
- 10 stacks of Light Feedback cause knockback and 1 HP damage to player
- Every attunement grants +25% Attack effectiveness to player, full buff = 100% Damage dealt to boss
- Added Plasma AoE from Scarlet’s Prime and Ultraviolet Holograms
- Fully animated, kinda looks like purple/blue flames
- Health bar now works, changed it to look like regular bar
- Easier to implement difficulty mode such as maximum HP changer
- AoE spells now can damage player
- Game over when HP = 0
- Kinda “fixed” the bug where player bounced on top of AoE fields (he was literally jumping on them, annoying)
- Added invulnerability effect when damaged for a few seconds
- Prevents getting damage again at the same place
- Also player gets knocked down when damaged + can’t move for a second
- Added particle effects to player when casting spells
- Added Lava Font field
- Uses particles and slightly tinted warning sprite, but looks good
- Attunement fields and Bomb AoE start to appear right after cutscene ends
- It’s easy to get first Prime Light Attunement, since all three fields appear at the same time
- Another spawn of Light Fields is randomly timed
- All fields spawn randomly, but there is a chance to spawn them directly at player location
18-03-2016, 01:08 CEST | Development Version - 0.0.160318
Screenshot of the Day

Added:
- Intro cutscene
- Tutorial slideshow (might change that to another level just to learn how to do things ingame)
16-03-2016, 05:14 CEST | Development Version - 0.0.160316
Screenshot of the Day

Finally. I made something in it.
Added:
- Music for first and last phase
- Map!
- Not yet fully made, but 70% of it is there :D
- Fully animated drill~
- Actual player movement with collisions!
- Boss Health Bar with name and descriptions
- Tutorial “voice” intro
- Event triggering on collision (also getting damaged from attacks and getting light attunements)
- Added water at background. Imitates the old Lion’s Arch. Except it doesn’t. (it’s more like a void)
Updated:
- Music again. Now it’s fixed and doesn’t sound off
- Tweaked dodges and animations
- Tweaked movement animations (matched placing legs on ground with actual movement speed)
- Removed kebab and crafted my daily spiritwood plank
- Oops, why do i write this here
- Fixed music bug that caused to loop it and do weird stuff with my speakers
- Updated range indicator to be used by skill “1”
- Also added a text informing that you’re trying to cast a spell out of your range
- Friend of mine actually took a look at my game models and tweaked them so they have less tris
- Need to do that with player character.. God, he’s lagging.
- And later on with Scarlet + her holos
High priority todo:
- Skill particles
- Finish map
- Implement Scarlet Briar herself
- Later on her holograms
- Test it
- Test it more
- Tweak the difficulty and add easy+insane modes
- Make THAT cutscene *smile*
11-02-2016, 21:40 CEST | Development Version - 0.0.160211
Screenshot of the Day

Working at the moment at:
- Full Scarlet’s model. You can see her chestplate above.
- Music. I focus on it right now, already spent weeks on learning the program and how to use keyboard. (that dedication)
- I added FoV slider + AoE range indicator ingame
- Minor fixes here and there. Preparing to adding more skills and create more flexibility for players than just using 4 skills.
- Main menu added with selection of chapter. Still WIP, as it’s mainly placeholder graphics.
11-02-2016, 21:40 CEST | Development Version - 0.0.160211
Screenshot of the Day

Added:
- Player animations (movement, attacking, healing, dodging forwards and backwards)
- Implemented spells “2” and “Q”
- Created simple Pause Menu
- Added multilanguage support
- Polish, English, German and French languages supported.
- Polish and English takes priority until i find someone to translate it to German and French aswell.
- Fully placeholder, but works. Now i need to create a concept art for it and implement it. Just to make it look good.
- Maps: Breachmaker fight & Twisted Marionette (locked for now)
- Not sure if i’ll implement Marionette fight, future will tell!
Updated:
- Tweaked cooldown on skill “1”
- A little changes to “player looking at mouse” code
- UI now scales properly
- All resolution support incoming, because of that. Even 800x600 (god, who plays on that these years)
Bugs/Glitches fixed
N/A
24-07-2015, 16:40 CEST | Development Version - 0.0.150724
Screenshot of the Day

Added:
- Full player model!
- Skill casting with cooldowns
Updated:
- Some rendering issues, anti aliasing and SSAO
- Noodle code made less noodle :v
Bugs/Glitches fixed
N/A
2-06-2015, 02:00 CEST | Development Version - 0.0.150602
Screenshot of the Day

Added:
- Player 3D model made with voxels.
- All bodyparts are separate meshes but berged into upper and lower parts (legs and everything else).
- Fixed the camera to isometric
Updated:
Bugs/Glitches fixed
17-05-2015, 08:09 CEST | Development Version - 0.0.150517b

Added:
- Created audio system for UI and character
- Endurance bar refill does small clicking sound
- Autoattack (mouse 1) has default sound now adjusted to the cast bar
- Painted all skills for player character
- Painted UI
Updated:
- Tweaked the casting bar to stop for a while on 100% like in original game
- With that i also added a little cooldown inbetween of spells, it’s state -1 of attacking.
- Dodgeroll stops you from attacking
- Also stops playing attack sounds, yay!
Bugs/Glitches fixed
Notes:
I am not sure what to do with autoattack. Should i made it just go like a missile straight forward, or should i make it just hit the place where player pointed his mouse? I’m probably going for the first one.
About UI, i’m going to make exactly the one like SAB had, but i’m going to tweak it to fit my minigame..
17-05-2015. 04:21 CEST | Development Version - 0.0.150517a
Screenshot of the Day

Added
- Player, placeholder sprites
- Legs and torso are separate
- Walking changes the rotation of the legs
- Torso always looks at the mouse
- Movement system along with walking sideways and backwards
- Walking forward is full speed
- Sideways is 75%
- Backwards is 50%
- Dodge system, doubletapping works properly! Gonna add also single button binding for that.
- Has 7 seconds regeneration time for single dodge (half of the bar)
- Eats 50% of the bar while dodging, as expected
- Bar looks like from SAB, i don’t think i want to change that… ;)
- Casting Bar, animates properly!
- Has even the same bug as in original GW2 where it starts to animate from like 60% if the cast is too fast.
Updated
Bugs/Glitches fixed
- Removed all previous player character sprites. They were clipping and bad.
- Already took 30fps screencap of my character movements, gonna trace it soonTM
14-05-2015, 01:14 CEST | Development Version - NaN
Added
- For now i have Elementalist sprite with running and attacking animation, facing only north.
- Created Unity 2D project, messed around with player sprites (tracking the mouse, etc)
- Basic 8-bit sound effects are done with SFXR
- First 40 seconds of battle music are done.
Updated
Bugs/Glitches fixed
Originally my intention was to create 2D game, this is where the spriting came out. Main character looked like that:

Early spells pixelart, based on original ones:

And concepts for UI:

Screenshot from FamiTracker, where i made music:
