Prettifying it pt.2 (v0.7)



Oh boy, this one was hard. While I know a little about how to animate, this was the first time I actually worked in depth with Unity's animation system, especially with bone rigging. So many challenges on the way, more so when dealing with the trebuchet's death animation. While there are a few improvements I could do here and there I'm pretty satisfied with the end result, I don't really feel I feel to improve these animations further since that is not my focus.

I also tried messing a little with shaders so I could make a responsive angle meter for the Fireball, but since I never touched this before, it proved to be much more difficult than I imagined. I decided to leave it as a static sprite like both Lightning Strike and Stonewall, though I think I'll revisit this later on - rebalancing the Fireball's angle limits will be a pain otherwise.

I also gave up on making art for the pause menu and GameOver screen for this update. I've spent so long working on art that I feel pretty tired of it, besides that's definitely not my priority right now. I need to get on with sound so that I can work on making some levels to wrap up a release version.


Changelist:

  • Added new art to all enemies - animations included;
  • Added new fade-in and fade-out transitions to the game match;
  • Added new art, animations, and transitions to the Menu and Game Over screens;
  • Added an indicator to the Warbow showing the angle of the previous shot;
  • Fixed the Warbow getting stuck in the drawn state after clicking and letting go of the mouse button  without dragging;
  • Fixed the Warbow's sprites not flowing into each other properly;
  • Fixed the cursor of the Fireball, Lightning Strike, and Stonewall powers getting stuck at the extremities;
  • Fixed the Trebuchet's boulders colliding with player projectiles;

Files

Battle for Edgemourn v0.7 Play in browser
Apr 26, 2023
Battle for Edgemourn - GDD.pdf 1,002 kB
Apr 26, 2023

Get Chronicles of Archana: Battle for Edgemourn

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