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slynyrd
slynyrd

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Devlog - 57

More good progress this week.

-New massive ship design just for the background graphics. You won't have much time to look at the backgrounds, but after hundreds, or thousands of replays, the rich details are gradually absorbed with much appreciation.

-Created a couple more size variations to round out the explosions effects. See how they can be combined for all kinds of bombastic chaos. Note, the shrapnel is not included in the examples.

-Created new hit effects and modified how hit damage will be shown with the standard weapons.

-Devised a scoring system cleverly integrated with the psycho power mechanics. I'll explain in a future update when we have more complete implementation.

Any omission or off balance mechanic in the base will quickly snowball you into a gamedev corner. The core systems are feeling refined, so level design should start picking up steam.

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Comments

Yeah, there's a universal hit animation, combined with each weapon's unique hit animation. Thanks!

Slynyrd

Looks to me like the explosions in all three firing animations are the same but they look unique when combined with the different weapons. Pretty cool visual trick imo

Jonathan Koenig


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