Hey guys!
We have a bunch of new character and UI progress to show off, as well as a bunch of details on the loot and equipment system! Gonna get right into it!
Topics for this update:



When adding new characters, we go through a number of shader tests to ensure that the geometry generates the proper details we need for our cel shading. For simple characters it may only require a single test, but on more complicated ones (especially bosses) it can require up to 3 full tests.
These tests require a lot of work, since any texturing progress has to be redone for the final low poly version, but are worth it in terms of making the characters look their best!
I'm really happy with how this latest shader test for the FemCop went, but keep in mind details will improve for the final version (cleaner lines, less clipping, more detailed eyes, etc).
Also, expect some more shots of her in the next update, as well as additional variety tests (skin tones / makeup and eye colors).

TK and I finished the first batch of in-game loot container models :D. There will be more for instant-use power-ups, as well as score and cash drops, but these should cover us for the first test releases that include loot, the inventory, and equipment.
Here' s what they represent:

This window will pop up in the lower corner of the screen when Onyx is in proximity of a loot container. The info in it is dynamic based on the type of container.
Equipment has a Quality rating (shown by the star gauge), which indicates how the equipment stacks up compared to other items of the same type (identified by the item icon). Quality is directly linked to the base name of the equipment, so in this example, Carbon Knuckles are a 2 star item and will always be. If Onyx finds a 3 star pair of knuckles, then the player will know that the base item is a direct upgrade.
Equipment can be upgraded, as shown by the +#. I haven't decided the specifics on this, but it will most likely involve using items -- nothing overly complicated however.
The Rarity of the equipment is represented by the color of the name. Rare equipment has more/better stat bonuses and effects.
Consumables don't stack like in many games, but instead have a # of charges before they go poof. Both consumables and equipment get an inventory indicator to show remaining space. Power-ups have an instant-use indicator instead.


Limbo's made some great progress on the Police Boss sculpt! He's only helping on weekends at the moment, so a character as detailed as this is taking a bit. He's finalized enough of the sculpt however that I was able to do the first solid shader test for this guy.

Not much to say here other than I am pretty ecstatic about how the shaders and lighting are looking on this guy. Check out the high res version of this shot above!

Onyx can now interact with in-game objects -- things like switches, loot pick-ups, chests, and so forth. Mr. Kittyhawk has added an animated targeting reticle that will pop up when Onyx is in range to interact with something.
The math for acquiring the nearest interactable object was very tricky due to the beat 'em up stylized perspective. Objects in front of or behind Onyx appear closer to her from the player's point of view, but are really further since the depth axis is stretched. MK developed a ZSkew system that re-weights how depth is perceived by the game, so that distance calculations match what the player sees. He also made it variable in case we want to use different camera angles for other stages.
Score rewards and the score counter are also operational! Note that score and cash drop items don't need to be manually picked up -- Onyx will just snatch em up as she moves over them.

APL has most of the new status menu functional and visually matching the concept I posted in the last update :D. The new Game Over screen design is also in-game, and he has added capability for scrolling, tiling visual elements. He also has an operational prototype of the loot window!
Beyond that, we've been looking at ensuring things look good in 21:9 as well. I've included a few examples of our progress there.
Venus
2020-07-31 05:14:38 +0000 UTC