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Hey everyone! This week was a bit frustrating, but progress was still made. Unfortunately there was a setback that crippled the pace a bit, so I was unable to get everything I wanted to get done. I made the discovery that upon creating the scene for the Jungle level, I must have done it in a weird way in which all my prefabs(Objects that I would use in multiple scenes) got duplicated, so all changes I made in the Jungle would not reflect on the actual prefabs. This resulted in me having to reconstruct these objects.

Anyways! Let's get onto what WAS done. As you can see above, the opening cut scene sequence has been put in.

I'll quickly state that some names have been put in:

Player will be defaulted to the name "Aether"
Goblin is currently named "Pix"
Jungle planet is currently named "Molbon"

The "Help me" sequences were added along with their animations. This also means that I have put in all of the dialogue transmission sequences along with it.

I also added the function to the pillars, and Pix's explosive satchels.

There is a little more to dive in to here. The Golems are impervious to normal fire from the player. They are treated as "Obstacles". With the introduction of their rocks, and these pillars there is a new type of obstacle implemented. Labelled "Player Obstacle", it is a form of attack generated via obstacles that can hurt enemies. (As you can see, the last pillar kills a turret) The golems ARE vulnerable to "Player Obstacle" damage. The specification of this is relevant for Pix's abilities:

Her active ability is an explosive satchel.

This satchel has a massive AoE, and the rather hefty cost of Thrust. This satchel will detonate on impact with Obstacles, or enemies. It can also be detonated early by shooting it with your laser. As you can see in this gif, it is capable of killing the golems without the use of an obstacle. This is because the blast from Pix's satchel deals "Player Obstacle" damage.


Pix's Passive is "Scouting"

With Pix in your party you will be able to see a total for Boss's health.


Next, if you're wondering who Pix is shit-talking in the previous gifs, it's none other than a returned old friend.


Some other things worth mentioning is that I put in the health packs, added colliders to obstacles, and added Pix's "flavor text" to Catiya, and Raptura if she is in your party.

With the addition of Pix's abilities I have decided to rework the pace of the Thrust meter a bit. Things have been slowed down. It will drain slower from boosting/braking, but it will also regenerate much slower as well. This allows for more variance in "power" of the player's ability. In Pix's case, even if the satchel took 100% of the thrust meter, it regenerated so fast that you could still throw those satchels out like candy. I want them to be a big cost, but big blast. Thrust will likely see balance adjustments as development continues, and more abilities are introduced.

Unfortunately I could not get around to polishing up some of the menus, and starting an options menu due to the prefab incident, but hopefully I will be able to cover these in the next "feature/mechanic" week, or I will see if I can do some over the weekend. It may have to wait though, as the next week is dedicated to our Jungle boss. 

You might be wondering "Are we really fighting Pigman again?", and the answer is... well... no. In fact this boss might be the biggest pain in the ass yet to make :P. BigFeff is scratching his head with the modelling as we speak.

This will involve much more in-depth rigging than I am used to, but it's a challenge we have decided to take on. I will do a bit more of a deep-dive once it is completed and raring to go. Until then, it's going to be a busy week ahah.

Thanks everyone! I'll catch you all then!

-Regulus


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