Just stopping by to drop a new screenshot here.
I've been mostly working on tweaking a lot of small things here and there since last update, but I do have one new enemy to show ya, Cyclopede. Also some other stuff.
Cyclopede
It's big (compared to the previous ones anyways) and fills the role of guarding spots that easily spawn loot. The enemy in question spits toxic goo projectiles in player's general direction, making ranged attacks harder than against most enemies. In close combat they also move about somewhat, so you have to be careful not to get too close. Tricky in tight spaces or when together with other enemies.
Funny thing about that screenshot, those bone piles on each side of the Cyclopede were randomly spawned, and a fairly unlikely placement and combination, but they fit so well with the enemy, kind of like being its lair with bones of hunted prey scattered about. Randomly generated levels are so curious sometimes.
HUD decorations
The HUD looked a bit bare, so I added some decorative plants and leaves on each edge. I like how it turned out, though I'm thinking about adding a bit more variance in the colours. Everything's a bit similar green right now.
Animation enhancements
I doubled the number of frames for the main character's running animation, and added a few extra to falling animation. Hoping to do the same to some others later on as well. Smoother animations are always nice.
Stamina experiments
I've put some basic functions in use for the Stamina bar. What Stamina ultimately does, is affect damage modifier if it drops below 50%. Every percent below 50% is one percent away from the maximum damage modifier for the current equipment. Every time you attack with a physical weapon, or jump, stamina goes down a bit. If you whack enemies too furiously, you'll eventually reach the 50% mark. It takes a bit of work to get there though, so it's really just meant to act as a tiny limitation to long-stretched hack'n slashing, not an obstacle you reach after every fight. When doing nothing (standing, running, crouching), Stamina is restored at a decent speed, so you need not necessarily stop still to take a breather. Just avoid using physical attacks and jumping excessively and you'll be back in full Stamina in a few seconds. Casting spells doesn't consume Stamina currently, so you can do some spellcasting while you wait for Stamina to replenish. Different weapons consume different amounts of Stamina, and in future there will likely be a weight factor for weapons, so you might find a delicious Featherweight Hammer and smack around everyone with it without having to worry about Stamina at all.
That about sums the more interesting stuff added in the past week or so. I'll see if I can post a new trailer again sometime. Probably not doing so very often though, as it's all just time away from the project itself.
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