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 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 the 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 the 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