Tuesday, May 14, 2019

Carmot Devblog #4 - Recordkeeping

     I was going to make a post referring to my Twitter account for future info, and saying the Devblog was probably not the most useful thing for getting the game out there, but decided that advertising really isn't the point here. Shit. I should have gone with the devlog spelling.

     This week hasn't seen the leaps and bounds that the previous one has, partly due to increased distractions, and partly due to the most important work being slow, noodly and iterative by nature: frame-by-frame sprite animations and getting projectile behaviors to the minimum acceptable level of awesomeness.
via Gfycat

via Gfycat

      And there really IS a minimum. The boulder and water bolt will feel better with cast animations, better target hit effects, and things like debris trails or water that isn't made of little circles. But the boulder slowing down when it hits something and dragging killable targets to the ground, and the arcing, accelerating motion of the water bullets -- those have to be there for the spells to feel cool and unique in the first place.

     That's most of what I got done this week, though there were also a few little touches to spell icons, UI, and the casting animation. I think it's about time I really push the element 'system' in Carmot, since I've tried to put a great deal of thought into differentiating the way they each play. I hope that players will be able to pick an element (or a mix thereof) to perfectly match their playstyle.

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