Not all *too* much. I've been toying with the lighting in some levels.
I've also updated some colliders in level geometry that hadn't been working quite right. Trying to make the level look more natural with its textures and smalelr details.
There's some stuff changing under the hood that you hopefully won't notice, which leads us to...
What's next?
I've been working on fighting a giant enemy. Looks like it'll end up being an enormous golem. It'll be fun, crawling around on something trying to swat you.
I'm also probably update the base defense to have a more obvious game flow, a more readily apparent win-condition.
Music to my Gears (New Patch)
What's new?
Produced some music, put it in the game.
Also fixed the ball pit ball not taking the player with them.
Tweaked some physics to make it a little less strenuous on your computer.
Finally fixed that weird jittery animation bug for NPCs that were in motion.
Fix for the train showing up perfectly through the smoke.
What's next?
A few balance tweaks, probably. I might make the AOE spells smaller, or based somewhat on line-of-sight. Make it so there's a point in using other spells instead of just spamming the bursts, you know?
Also, I think I want to get into making that enormous golem fight. At least test out clinging onto a more complexly moving thing.
No clever title (Path Notes)
What's new?
Smart armature enabling/disabling. Basically I can have more units on the level before the game starts to slow down from physics updates.
Spawn touchups. Too many wizards in the musou mode.
Visual updates:
Clockwork zombie touchup. They have windup keys now.
Grass fixed to better match the ground textures beneath it.
Texture updates. The Base Defense level now has the same textures the other levels have, instead of the flat colors. Will probably revisit to make it better.
Fewer mysterious floating, invisible light sources. Now there are lamps and lightbulbs and stuff!
Sound effect system. The train has sound effects that are tied to the animations. Will use this system for more sound effects elsewhere. It'll be cool.
Ball pit absorbables. The ball pit has a few of the assets from the other levels as things to absorb now (zombie turn keys, the laser projectors, light bulbs).
Messed with the Fire + Iron spell so it doesn't eat as much CPU power.
What's next?
I have some music and sound effects that I haven't actually gotten into the game. I'll do that. I also probably need to create music for the ball pit. It'll be a longer version of the short blurb at the end of the trailer.
On a Roll (New Patch)
I stayed on task this time!
What's new?
Ball Pit is more like its own level now. It's got a slide, and more balls, and the pit now looks more like an inflatable kiddie pool than a box. More absorbable stuff with some more variety (desks, stools, light bulbs...), to the point where it should be feasible to pick up all the "Wish Orbs." It's also in a room, with textures, rather than a featureless plane floating in a strange void.
The level select room should look more like a room and less like a box with featureless boxes as 'furniture', too. The music also starts at a random time, instead of playing from the start.
Green/Clone magic should be a little slower, too, instead of being so fast you can hardly see it when lazily waving your hand around.
What's next?
The ball pit level probably needs a little more stuff and variety still. Maybe a little more sound design is also in the cards. I also need to look into some smart activation/deactivation of colliders to make it so that you can feasibly have more enemies on the field, rather than being limited to a couple dozen.
Fleshing Out the Audio/Visual Stuff (New Patch)
I was wrong about what I was going to work on last week. So sorry about that. I'm pretty happy with what I did get done, though. Mostly audio/visual touchups.
What's new?
The Castle Assault level has gone from awkward, pure white primitive shapes to being fully textured and modeled. It has a train! And grass. The buildings have shape and texture to them.
The laser turrets now play a sound when they're firing. Should be a bit more obvious if something's happening. Sorry if the sound comes out a bit harsh.
Health indicator. There's a ring floating above your head now to indicate your own health. It also provides a bit of the 'cockpit effect' when looking upwards, so if you move your view such that the dragon is out of your field of vision, you're less likely to get motion sick!
Health regeneration. If you don't get hit for 4 seconds, you start to get your health back, though it's pretty slow for the moment.
What's next?
Considering it went so well last time, I'm going to say that I'll try to shape up the Ball Pit some more, touch up the green magic speeds. That second one should be really easy (just changing a ratio).
There's a chance I'll be distracted by trying to make a new mode, like assaulting a giant robot. Getting the flight code such that you could ride on the moving balloons and trains and such is actually most of the work towards a Shadow-of-the-Colossus-but-you're-riding-a-dragon-too scenario. I think it'd be super rad to fight a monster while crawling all over it on a dragon.
At the very least, I want to let you guys fight a giant airship.
Just ideas, obviously. Limited to the fact that it's just me.
Cheers!
Achievement Unlocked (New Patch)
[H1] What's new?[/H1]
Players can now unlock all those achievements.
[H1]What's Next?[/H1]
Probably shaping up the Ball Pit and its assets to be more like a cohesive level that fits into the setting, rather than a weird chunk of a city park.
Also might touch up the speed scaling for Green Magic (Clone Magic) and other stuff, as things there go way too fast.