Posts

July 23 Update

 Mostly a ton of particle effects for hits and some sound effects. Some of them I'm not too pleased with, but I'll stick with them for now. It definitely makes a huge difference in terms of feedback. I made some small changes that would make the special launch work properly, and adjusted some animations on the boss.

July 16 Update

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 As usual, lots of stuff, but I forgot to update regularly. I added in all of the basic special attacks. I'm still missing a fair bit of sound effects and particle effects, but I added in the base ones needed to just tell what the boss is doing. I tried to keep the GUI near the player. So invincibility is an effect around the player/boss. Weapon swaps can be seen above the player's head. Only the HP is shown in the right corner. Fixed a bunch of annoying bugs, still have a few minor ones. Added in a new attack for Sera that hopefully challenges players in dodging. Still have one more attack I want to implement for Sera then I think the prototype boss fight design is set and I just need to polish. The die state is in for the player and the dialogue can now have effects on the environment. I was going to switch to a plugin but given that i'm already having some issues with the scatter plugin I'd rather use my own solution for now. I think I'll probably rework my dialo...

July 2nd Update

 I'm trying to keep up with the weekly posts, but I just kinda forget. But I am making a lot of progress and I'll have a video very soon. The recent updates involve some tweaks to Sera so she can't be corner infinite comboed, generalizing the attack system so I don't have to put in a bunch of tedious (and error prone) entries - the combo system is much more flexible now and you pretty much have a continuation attack on every single attack - except for the ones that are combo enders. Those are purposely left slower (but more powerful). I've got a few more ideas for this combo system but that'll probably be after release of prototype. Fixed a few nasty bugs that only showed up after I generalized the attack system. Added another attack for Sera when she has her upgraded weapon - I think it helps challenge the player more and requires them to dodge it in a more complicated way than just dashing to the side or jumping. Sped up a few of the projectiles so you actuall...

June 4 Update

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 Got a bunch of nasty bugs fixed, started putting in a ton of graphical assets. Weapon steal is done, though my pickup system isn't quite there yet (doesn't spawn pickups in places randomly), and I want to add 2 special attacks to the boss when she's got her upgraded weapon. I'll start polishing things soon (fixing bad animations/particle fx/sfx, etc). Going to move to a dialogue tool cause I don't like my own and don't feel like spending anymore time on creating one. Here's how things look right now in the environment. I still want some larger structures in the background and need to replace the placeholder stage. Lost the water foam (depth texture seems to have disappeared in visual shaders and linear depth texture doesn't seem to do what I expect) on transfer to 4, so I have to rebuild that at some point.

May 19th Update

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...

April 8 Update

 There's still a few weird bugs, but the shapecast replacement for attacks work now, as does the shapecast for ground detection (and it slips on enemies as well). I added a bunch of particle effects to Sera's attacks and still need to recreate some of Rhys. At the very least I'm moving forward now instead of focusing on porting. I also tweaked how the animated texture for the slash attack works. A few animations were recreated to not be garbage.

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 creat...