April 2 Update
Some new animations to replace the older and jankier ones. Still fixing up a few things like changing the old attack areas to shapecasts. Since these are more sensitive I'd like to try disabling them when characters are out of range in order to try to optimize. Right now there's no slowdown with just two entities (player and boss) but I don't know what'll happen once I have 10ish enemies on screen at once, and not all of them need to be sweeping with the shape when out of range.
Still some small issues, the raycast for enemy sliding isn't working so well so I might have to change to shapecast for that too and there's some weirdness with the homing attacks as well as the scene slow and camera shake is either weak or isn't working.
Sword particle effects are back in as are some gauntlet ones. I just replaced gauntlet 1 and 2 so I'll be putting particle effects back in for those and working on some for Sera. I'll probably get back to sound effects creation too, since all of these are vital for a satisfying experience.
In addition, I've got a new idea to shake up the general rhythm for this boss fight because it feels stagnant, so I'll be working on that too. I think once that addition is complete and all bugs are fixed, things should be good to go for a demo.
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