Sengoku Devlog 11
Player Movement Smoke Effects Progress (Diego):
I got started on converting the smoke drawings I made a while back into their pixel art versions for the game. So far I have been able to complete the smoke effects for when the player dashes, and jumps or lands on either a wall or floor. I am planning to make a couple more smoke effects for when the player is walking but changes their direction of movement. Below are some videos I made of the smoke effect animations playing.
The jump and landing smoke animation:
The dash smoke animation
Explosion effect (Diego Avena)
We want to have barrels that are explosive, so that the player can shoot them with arrows and kill large amounts of enemies at a time, and for other scenarios, so I also got to work on an explosion effect we can use for these barrels. This explosion was very challenging for me to make, and one of the most time consuming things I did this week. Adding in the colors is what made the process very time consuming, and I also went through several versions of the explosion. Below is a video and screen shot of the very first version of this explosion:
I was not too happy with the way this looked though, so I did a major recoloring of the explosion and ended up with the new version below:
Overall, I think this should do for now, but I might try experimenting with a particle effect that bursts out gray squares of different shades of gray right after the orange burst of energy goes away to simulate smoke, but if I cannot get that to look right then I will just fall back on the gray smoke frames I drew at the end of the animation sequence vid above.
Plans for this week (Diego Avena)
This week, I am going to start things off by creating some wood crates and barrels (along with that explosive barrel variant), some torches for lighting up our interior levels, and some abandoned wood wagons. After completing this, I will then start a new tileset we will use for our great plains level, and aim to finish it by Sunday of this week. I do not expect this tileset to take too long because there will be no major building levels (since it's an open field). The background will mostly be hills covered in grass and the floor will probably be grass tiles as well, so nothing too complex. If I can finish this sooner, I might even start working on some more background art for our city level. After this week, I plan on diving back into unity to program our second boss fight, make all of our UI work with Unity’s UI system, and delete a lot of things that are no longer needed in hopes of making our game able to be played in a browser! So stay tuned, we might have some awesome gameplay vids on the horizon if you are interested in our game!