Mini Devlog - #3
Another Devlog already!
I had a pretty productive weekend, and wanted to give you all an idea of the amount of work that I can pull off when I forfeit social activity and other human things from time to time ;)
I haven't done a game jam in a while, and also had a lot of things "Breeze code" related that I wanted to get out the way, so I set a timer for 48 hours and got busy ~
I'll probably not be programming too much this week, and and instead will be putting on my animator hat.
(Please keep in mind, images/sprites/animations shown are heavily in progress)
New Features
Special Attacks can activate Screen Effects now (changing color of screen, dimming it, shaking it, etc)
Added a Clash (Parrying) state. Attacks with the same “priority” will cancel each other out if they connect
Game now shows game over text when you like, die
Created a manager that handles creating effects like particles and positioning them
Will expand on this later to make it easily configurable
Implemented new feature to show a blue dimming Screen Effect when switching into a other Weather Forms* (more to come on that in a later post...)
Added Feature to prevent same attack from landing multiple times
Added Slowmo feature because video games
Update to Sodo behavior tree: Added case for Parries
Improvements
Created a "Dummy" Behavior Machine that I can just beat up
Created a "Dummy" Sodo that I can just beat up
Since y'all love Sodo so much, I decided to use him as a punching bag
Special attacks can have their own particle effects
Fancy effect that plays on the character actor before the attack starts
Programmed the Dpad to toggle between Form move sets
Spawned Sounds effects are added to the correct Audio Mixer now
Added additional controller Inputs for Breeze’s features (no more switching back and forth to the keyboard during testing)
VibrateController() function renamed (it had a stupid name before...)
Added waits to Sodo's behavior tree because he’s crazy and attacks relentlessly right now
Added Sodo hit sprite!
Update to display current Weather Form in HUD
Moved Screenshake logic into a new ScreenEffectsManager
Bugfixes
Bug fixed where Breeze couldn’t attack immediately after jumping
Fixed issues with Actor's Recovery State not using the correct duration variable
Fixed issue where disabled loopable audio sources would attempt to play
Fixed bug where battle UI shaking doesn’t rest/reset correctly
Fixed Slamming Physics so that heavy attacks will make character actor bounce off of stuff
Comments (1)
Yo this is super cool! You were not kidding when you said you got allot done. Good job! Really cool to see some of the fighting animations and such in action to. Really happy to support this project!
