- Core Mechanic changes to Isometric 2.5D - Added two camera angles: a medium angle camera that focuses on the current character, and a Bird's-eye view camera angle that will be used during the strategy phase. - Added a new water shader that can render 2D sprites on top of it. - Added tile's border that makes an environment between tiles look smoother than older versions. - Added bridges on multi-level scene. - Added stair tiles so, that players can walk up or down to another level of the scene.
Developer Log 16
- Weather System (Rain) - Characters can jump on different areas (over the bridge, down to the river), this makes more ways for fighting mechanic - Add more attack animations to Zoel character (Slash and Stab) on All 4 Sides - Camera will auto adjust determined by the height of the terrain - When in Move Phase the arrows UI on the ground will appear and make more visibility to what tiles the character is going to move through - On Day time lights will reflect more and make some post-processing effects like Bloom Effect - On Night time Vignette will appear and makes the player have less visibility, this effect will be diminished until disappeared on Day time
[previewyoutube="InsZap7OcV8;full"]
Mini Log #4
Mini Log #4 Pathing Direction UI The pathing direction will show when a player chooses to move to any movable tiles in the battle phase [previewyoutube="ay9-kJx24rc;full"]
Mini Log #3
Mini Log #3 Post Processing Effect Day And Night Includes - Bloom Effect at Day time - Vignette Effect at Night time And some shadow and lighting improvements. [previewyoutube="JIttRui2_4Q;full"]
Developer Log 15
- Attack Bar will show whenever the player needs to do an attack - Player can deal damage by pressing an attack button (Ex. Spacebar in this case) and the damage output will be calculated based on the color that the player hit on the Attack Bar. White Section = Weak Hit (Deals less damage) Blue Section = Normal Hit (Deals normal damage) (Low-Risk to fail combo) Red Section = Critical Hit (Deals critical damage) (High-Risk to fail combo) Black Section = Miss Hit (Failed Hit) - If the player press an attack hit in the black section or does not press an attack until the white indicator has passed the next attack section (Last Pixel of each black section) the hit will be counted as Miss Hit (Failed Hit) and will be prevented to make any further attack - Player can choose between Low-Risk hit (Blue Section) with normal damage and have lower chance to make a Miss Hit in Black Section or High-Risk hit (Red Section) with critical damage and have a higher chance to make a Miss Hit in Black Section