first draft of a new enemy with very rough animation 😅
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swiss gamedev and software engineer
first draft of a new enemy with very rough animation 😅
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there was a bit too mushroom in the dungeon so I invited some fungis to spore up the place 🍄 🤡
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Pimped the level generation a bit to generate more varied levels with more details. With some Wave Function Collapse thrown in for good measure 😅
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@Radgryd BEEEEEES!
Added grass this week. Once again I should have just installed an OpenGL debugger at the beginning instead of wasting 4 hours trying to get shadows to work with the grass...
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Added two lightning themed attacks this week 🌩️ 🌩️ 💀 🌩️ 🌩️
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@jouwee 3d with some clever shading 🤫
Projectile modifiers (piercing, forking and chaining) now work together without interfering/replacing each other! I'm sure this will be fine and not cause any balancing issues down the line... 🙈
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Mostly play testing, balancing and fixing the game this week. So here are some gameplay snippets of my "party management dungeon crawler or whatever this is 🤷 " game
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I have changed level generation to create more natural looking walls... well at least less ⬜-y
(it's still Saturday somewhere, right?!)
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Completely reworked mana into a exhaustion & recovery system 🥵
Too many strong spells in a row will force a short recovery break (hero flashes blue). Managing exhaustion using different spells and items will hopefully bring a new dimension to the game.
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@yora all feedback is helpful and welcome!
I'm also not sure but I'll try it out for a while, maybe it will grow on me 🙂
I've been trying to improve visual clarity of my game a bit and switched the camera to a 45° angle instead of the previous 30°. Not sure yet if I like it but it does give a better overview of what's happening 🤷
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Implemented a ✨fancy✨ menu to change items and set up skills between encounters. It finally paid out to implement a custom UI framework I guess 😅
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Reworked/fixed lighting & shading this week so the heroes get to take a short break before they once again delve into the dungeon.
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@zelphirkaltstahl
I have been tinkering the last few days but haven't found any option that uses additive lighting but also looks nice in various circumstances.
BUT looking into lighting and colors has unveiled that the framework I am using pre-multiplies some (but not all?!) light colors & intensities. Fixing that has improved the overall look of the game in my opinion so I'll call this a win 🥳