Further into the light

I got distracted a little by my list of further studies and started a lesson on stylized renders using post-process materials, basically a class to teach me how to drastically manipulate the aesthetics of the game. A very useful class, and I know some of the stuff already. Though it’s not my top priority right now so I stopped myself from continuing the class and went back to think about what else I wanted to add to the game. To get myself in the groove I added a new indicator of whether the player can dash/dodge, it’s a little circle beside the player’s resources. It’s not always clear when the lantern itself resets, so I wanted to show it another way. The circle is temporary now, I will either think of a better way to show the dodge indicator or improve its image.

Sometimes I need to remind myself that even brainstorming/thinking of new ideas is part of the work process. I have a checklist I go back to every now and then to update, edit, and study to remind myself of what it is I need and want. The combat mechanics so far is in an alright place, but it’s fairly plain or vanilla. I have this lantern light resource, but I need to flesh it out more. My new idea was a super charge state where if the resource is full and it tries to recharge then you gain access to new moves for all the actions.

Right now how it works is that when the player is super charged lights will start to float around the character, and the lantern light resource will change to purple, so it is clear when you have access to the special moves. I’ve already applied the special mechanics to the shield and the heal. The shield will block all damage and heal the player a small amount. While the improved heal will fully heal the player. The cost for these abilities is more than the usual since they are more powerful.

On the agenda is adding a special move to the melee and for the whip. My idea so far is to have a strong attack for the melee that does tremendous damage. While for the whip it can probably stagger the boss or stun them temporarily. I did the shield and healing first because those were fairly simple to implement, the attacks will be a bit more complex. This is a step further into the direction I needed to go. More updates coming soon.

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