Posts

Showing posts from June, 2022

June 30 Update

Image
I finally got the chance to really dig into Godot/Blender shaders, and redid the sword slash and water. The water's still missing depth fade, reflection and some scattered foam, but I think its a good start. Initially in Blender I used a moving voronoi texture, but I realized that baking a series of spritesheets for water was insane and not a good idea. So I figured out a solution that gives an approximate version of what I want using godot visual shader and textures. My system is fairly old and the gpu is a lower end oem one, but I didn't notice any frame drops that weren't already there, so I don't think it impacts performance too much. I still have to bake lightmaps for everything so the real time lighting is probably causing most frame drops. For the sword slash that was a valid choice (because its a relatively small texture and does not loop) and thats what I did, made the shader in Blender, then baked out a series of spritesheets for it, so there's no actual c

June 12 Update

Image
 Fixed screenshake, fixed hitstop so it only affects the player and enemy nodes, added support for a landing during flinch in air animation. Refactored several poorly written classes, and fixed a bunch of other bugs. I took out the custom cancel because it was totally broken and made things too easy. I'm thinking about bring it back in a more balanced way, maybe allowing it to cancel/reset combos after the attack's required time is up.  Enemy now causes hitstun (longer than the players) and screenshake when hitting the player. Sera has three different attacks now and is on her way to being a thorn in the player's side, but I still need to add more, especially some anti air ones. Thanks to the people on the yurijam discord, I chose to give Sera more scars rather than just one. Also, additional messy sketches with some more facial expressions. Character info: Name: Seraphina - Nobody actually calls her this, Sera for short. She takes her wife's last name, which I haven

June 4 Update

 Still making slow but steady progress on the boss, things slowed halfway through due to a navigation bug but that's fixed now. Current work is on a projectile system, which is working in its most basic form. One new thing I've found is collision detection for areas do not work well if you're using anything other than a ConvexPolygonShape for some reason. The area detection will be extremely slow with any other type of collision shape, including stuff like cylinder shape. I'll have to rework my attack system to work with a convex polygon shape since its still kinda dicey right now. With any other shape it takes about a full second before it detects any bodies/areas inside it. I think this is a bug, based on some current open issues in Godot. I'm also thinking of ideas for twists on the combat system. I'm thinking some of the current attacks might change later on depending on the twist I want to add. It's likely that the combat system won't be fully finis