Well this month, let's see what has offered.
I started implementing the light engine on Rynn Fire attacks.
Was very weird because for some reason the first time testing them they didnt want to work propperly, and detached from the attack sprite, but for some reason next day it worked fine without touching anything in the code, maybe some cache was messed up. anyways, the attacks are far from finished but at least the light works and looks cool!
(Don't mind the inmortal fireflies, they had no death code yet so they keep being a bother around).
I also started to conceptualize and make a list of the wild enemies (and others) that will appear in Act 1.
First I decided to take it easy and do a recolor of the wolf. That took me a while because a straight recolor to brown didn't look as good so I did some separation and shapes on the fur.
Lazy :_)
To be honest I'm planning to change their behavior a little, like because the forest is haunted, they could be able to summon spirit wolves or something.
Other enemies that will reappear are the Empire soldiers, they wont be recolored.
Oh also, the Velvet worm will appear!
Do you remember them? they are the first Patreon enemy.
Other enemy ideas:
- Spiders.
- Birds/Bats.
- Plant based monsters.
- Ghosts/Undead.
- Bunny based enemies (Esquilax?)
(I'm very unimanigative coming up with good enemies).
I started redoing the water shader because of performance issues and i wanted to make the underwater effect a little different, but man, shaders are hard. I failed a lot trying to do them.
its using now a noise mask to make the distortion, but that makes it so that the size of the water object has a maximum size or it will deform.
When I managed to do it better the bottom and right edges were note cutting propperly and if I tried to do them better it would overlap.
I managed to fine tune it so its minimum, still noticeable, i have to find a way to make it work, it would cut properly on the bottom but not the right side, so has this weird thing, im thinking it could be good to use less objects but make it so it draws all from that in long horizontal rectangles instead of squares.
I changed some tiers again and adding one new one. Some people suggested or asked for a way to support all tiers at once (like a max tier). That seems like a good idea.
And the Templar tier seems to be not that popular, I priced that tier based on the amount of work it would take me, because It's almost as redrawing all Rynn Sprites, so will be as hard as making an enemy and harder than an NPC. But seems that the real value of the tier is a little different, I understand people prefer to put their full character in the game instead of only make a player skin that Rynn would wear.
Anyways, here it goes the update. Well not all of it but I'm keeping the patreon Boss from showing until i feel comfortable talking more about her. but here is a sneak peek.
Bye for now
'<'