Thursday, October 11, 2018

News update #3 - Arc Dash, asset changes, tutorial, and much more...

This is a big update, so I'll just drop the major bullet points here.

- Tons of room work, 8 done now.
- Added a new enemy, basic directional turrets. General behavior is done: they can aim within a certain range of angles and shoot.
- Finally got the Power Suit sprites added in myself:

Note: Arm cannon is animated separately.

- Fixed some long-standing bugs in transition code.
- Cleaned up several nigh-unreadable scripts that helped optimize game performance and development processes.
- Started redoing much of the game's audio. Placeholders will be noted going forward, but there is at least now a standard for file formats and normalizing. Several sound effects have been redone so far.
- Changed some visuals for some weaponry to better fit the scale of the player and surrounding environments.
- Massive optimization of weapon firing mechanics and consolidation of scripts. Still more to do, like condensing the scripts for common variables across all weapon cases, and more.
- Project tidying including renaming and reorganizing of several assets and all in-house scripts.
- Re-implemented arm cannon sprite offsets for firing effects for weapons.
- Adjusted size of player's ambient light.
- Added Super Missile to red door collision event.
- Started adding one of the remaining items and gave it a new identity. The "Speed Booster" has been renamed the "Arc Dash" because its behavior is a bit different. Think more like Hollow Knight's Crystal Heart dash ability, but electrical-themed. The basic coding is done, it just needs more sounds, effects, debugging, and interactions added.

Was a slower few weeks in terms of shear volume, but still some BIG strides made in fixing up the engine, which is one of my main goals in this development term. One of the biggest things that keeps me from going on is the unwillingness to fuck with the code of the engine that has become so convoluted that no one can understand it. I am trying to make it better so it is easier to step in and out of.

More to come soon!
- Echo


1 comment:

  1. Hey Echo, this is Kenji Imatake. Been working on FSMR some more and dug up a few of my old sprite work for Coven so wondered how it was doing. Glad to see Coven is coming back :D Good luck, I will be following this for sure ^^

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