Mainly been working on a somewhat complex combo system and the new weapon, which because of its movement effect is a bit difficult. I do have an idea for how to handle it though.
I added a simple vertex shader to the dashes that "smears" the mesh. It took me an embarassingly long time because I'm pretty bad at shaders. Right now the dash is a solid color but it'll be easy to add a texture to it later on. I used this ue4 tutorial as a guide for getting the general idea: https://www.youtube.com/watch?v=JDgAAwbKFZU but I didn't follow it too closely since I wanted to puzzle it out. Pressing launch in air now allows for the opposite of a launch, a fast fall attack of some sort. Right now only gauntlets' is implemented and it does a down punch and a straight down crash into the ground that has a decent attack radius. I'm in the process of updating a bunch of older animations and adding new ones, since sword's are all really old + chain is way too short. I'm also starting on sound soon, so hopefully that'll add a new level. Added support for different flinch animations so now the enemy can have different "damaged" ...
There was a bit of a crunch unfortunately in order to get things in before the jam finished. Initially I wasn't going to do ending sketches, but then it turned into wanting people to connect to the characters more, so more writing got added and so did ending cgs. The ending cgs aren't really the quality of the sprites because I had to do 3 of them in 3 weeks and was burning out somewhat. I'm not really the fastest or most skilled 2d artist so that was rough. I thought that I had enough time with an entire extra year after last year but I think that there was a lot more work than I thought there was. I also wanted to polish stuff more, especially the vfx but just couldn't do it in time for the jam. I wanted to dig more into the writing too but once again, lack of time was the major problem. When I first started this project a few years ago, I had some 3d modeling knowledge and programming but knew nothing about game development. I've learned a lot now, so I'm ho...
I've got a few new ideas that I'm animating and going to code (though it shouldn't take too much new code to get going). Sera's going to get a few more mid range to long range attacks that have wider spread and will require the player to do different actions instead of just jumping at the right time with the knives (best way to avoid). I think a few different counter attacks would shake things up a bit too if she wasn't so predictable. I really don't think I'll make it for yurijam this year but there's always next year, and I really want to make it polished on release of the demo. I'm still missing sound effects, music and writing, even if the gameplay feels more fun - and a whole laundry list of animations and particle effects that need improvement.
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