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" ...
Not dead yet, I've been busy recently and without my main computer so things have been a bit slow. I've started putting in some meshes into the map and put an especially large one in (some test generated terrain from blender). This took a chunk of fps out (and I'm pretty sure it isn't the number of polygons) so I'm pretty sure at this point using lightmaps will result in the biggest performance boost since right now everything is dynamically lit. I'm also changing up the crappy gauntlet dash and have a new idea to put in. Quick screenshot of how things look now. I'll be putting in a lot of tall grass later and considering some far away meshes that'll be obscured by fog. I might just go and buy some assets for that since I don't want to spend the time on that (I know they'll take me a stupid amount of time to texture) and I'm betting if I put in some really heavy fog some mountains in a slightly different stylized artstyle shouldn't resul...
I have been completely forgetting to post updates, but I have actually been working on stuff this entire month. I've added in the new special weapon system with a set of basic animations and particle effects, but the twist is the boss also has access to it - albeit in a different format. The goal of this is to make the player scramble for something vs the boss so that it injects a bit of freshness and alternative goals into the fight. I haven't implemented all the stuff I would like for it yet, but I'm getting close. I've also fixed a few other obscure and strange bugs that have existed since Godot 3 (one was a nasty race condition one) and made the projectile system more flexible. I'm starting to import some of the models into the Godot 4 version, so I should have some screenshots and videos in the next couple of months. Sera still needs a few more enhancements to her controller to make her prioritize certain things but I think I should have a working demo soon and...
Comments
Post a Comment