New River Sketch, Terminys Updates

Posted by Castypher on Feb. 6, 2011, 6:40 p.m.

So while Cyrus has been busy with 64Brawl animations, I've been keeping myself occupied waiting for him. He's doing a terribly hard job, but all I can do is sit on my thumbs while I wait. Or, you know, maybe do some work on the mechanics of the game itself, but my defense is that I need characters to work with, yeah?

There are a few things of note, but overall, while not a lot has been done to progress the story, the mechanics and some other parts have been modified, which in turn will make the game a little more fun and allow some bigger possibilities for me.

But before you see the screenshots, here is my latest bit of work. Over the course of a few hours, I sketched this, scanned it, inked it, and colored it. I think it turned out pretty well, maybe except for the face, but the image will be scaled down in-game.

This is River's new outfit.

As some of you may know, River was in serious need of a new wardrobe. Except without the robes. That was a shitty outfit I threw together at first and accidentally stuck with. This outfit will probably be more permanent, especially since I spent two hours going through and changing all of her sprites and animations. Good god.

If you think she looks pissed, she is. She's posed for me before and doesn't like it much.

With that out of the way, on to the screenshots.

Here are your goddamn shadows, Cesque.

So Cesque requested several times that I add shadows to trees and characters. And it wasn't hard to do or anything, but it did make the graphical aspect of the game somewhat better. I also put shadows on projectiles, to better help you aim and dodge, as you'll see in the next couple pics.

But the item of note here is the HUD overhaul.

I got many complaints about how large the HUD is, and how much of the screen it covered. I've spent a significant amount of time cutting it down, and here is the result. The party goes across the top and the boss(es) go across the bottom. Upon taking damage, characters have a small HP bar floating over their heads, that disappears after a short time. I might add things on the sides, but overall I think visibility has improved drastically.

Eira's basic attack has been modified slightly.

This isn't much. I just modified the attack to take advantage of the new shadows and be a little confusing. These shadows give the game a real sense of depth, and allow for a lot of possibilities, and depending on input, I may allow things such as character jumping for puzzles, boss moves, platforming, etc.

And finally, the boss alert system.

To really hinder your view, I've added a boss alert system (like DBM from WoW). Some people complained about how they had no idea what to do, and the alert is a way to make sure people get the message. You can turn this off and change a few things in the newly added options menu.

And here's the changelog for those who played the demo. It sucks not having spoiler tags.

Quote:
V0.13 (in progress)

Battle

- Added an alert system for many boss attacks

- Aidan and his party can now suffer from slow effects

- Eira's opening attack mechanics have been altered slightly, so instead of traveling in a straight line, the projectiles will near the ground, serving an illusional effect

- Eira's "Storm of Misfortune" spell has been renamed to "Misfortune"

- Eira's "Bad Karma" spell now spawns more pools in his path, which share the same damage tick timer and all deal increasing damage as River stands in one

- Enemies, projectiles, and the player are now capable of interacting with objects of different heights

- Maximum party members (including Aidan) capped at three instead of four

Graphics

- Characters, trees, props, and floating projectiles now have shadows

- Floating projectiles are now more visibly predictable, due to shadows

- River's character design has been changed

Interface

- Added an options tab to the pause menu

HUD

- Revamped the HUD, so it doesn't cover half of the screen

- Upon taking damage, characters now show a health bar above their heads, to better facilitate the HUD change

Sound

- Several tracks have been written

- Terminys is now using GM FMOD

- Eira's boss track now properly loops and fades

Cutscenes and Dialog

- Allowed text skipping (active after a short time, as spamming breaks the dialog box)

- Profile pictures are not enabled until at least the base characters have their own

And that covers my other, less important changes. You may have seen I've decided to finally use GM FMOD. I like it so far. It's not too hard to use, and easily loops/fades/etcs the game tracks. And the last thing I should note is that replaying the game puts you at max level, raises the bosses to your level, and has you fight them for achievements, which are used to unlock more.

So yeah, I've got a direction, and a lot of work.

Comments

Cesque 13 years, 9 months ago

Those goddamn shadows are goddamn unrealistic :P

I mean, circles for trees and characters? Gah. At least add a second, larger circle a bit above the original one corresponding to the size of the tree (or use a sprite for that).

I like the shadows for the beam attack. How flashes of light leave shadows is beyond me, though. :)

Castypher 13 years, 9 months ago

Cesque, you are just so goddamn hard to please.

I know circular shadows are unrealistic, but I don't have the time or motivation to animate shadows as well as characters. That'll be yet another one of those unnecessary details that will halt progress. But hell, I'll do it for the trees one day. But characters? Remind me when I'm near finished, because I'm not going to put the game off longer by drawing a shadow for every person.

There's a good reason light leaves shadows though. I actually thought about that. "Why not have a glow on the ground instead of a shadow?"

Simple.

Having a glow would confuse people more than why light makes shadows. It keeps bullet hell elements but when harmless things look harmful, that's just mean. The game isn't meant to be completely confusing, just tough.

Your criticism is appreciated as always.

Cesque 13 years, 9 months ago

Quote:
I know circular shadows are unrealistic, but I don't have the time or motivation to animate shadows as well as characters. That'll be yet another one of those unnecessary details that will halt progress. But hell, I'll do it for the trees one day. But characters? Remind me when I'm near finished, because I'm not going to put the game off longer by drawing a shadow for every person.

I don't really mind absence of animated character shadows, I mostly meant trees (because they look very weird, as if the shadow is just the trunk… or something like that).

But anyway - you can always use a simple trick (for floating characters, at least): draw the same image and sprite as the character's, but faded to black (setting c_black as the colour argument in GM makes the entire object black) and with an alpha value as the shadow. Voila!

Quote:
Having a glow would confuse people more than why light makes shadows. It keeps bullet hell elements but when harmless things look harmful, that's just mean. The game isn't meant to be completely confusing, just tough.

Did you actually try using a fainter glow (same colour as the projectile, or maybe white/grey) instead of a shadow to see how it turns out? Anyway, if projectiles' masks correspond to the projectiles themselves rather than the shadow, you may get rid of shadows for them altogether.

Castypher 13 years, 9 months ago

I'd actually like to see dynamic shadows in-game. Maybe when I find the time, I'll take your suggestion, though not all shadows are 1:1, so I'll work on some squashing method. Maybe even dynamic there too. This could be fun.

Projectiles are height-based. You have to focus on their shadow placement compared to yours, as well as their distance from the shadow (height). That's why the game is depth-based.

And as for the glow, I can probably try that, but due to the shape of the projectiles and the flatness of the game, the glow would probably make it too confusing. The shadow is simply a height indicator and doing away with it actually hurts the game a bit more. I'll try the glow, but it'll have to be pretty faint.

Castypher 13 years, 9 months ago

At any rate Cesque, here's what the glow (and River's new shadow) look like. I have comments on each.

Looks good in that attack, a little less dangerous than I assumed.

Now that just makes them look bulkier and harder to dodge.

And I like your suggestions for the shadows, except for one thing. If you remember this boss fight, you'll also remember his shadow on the ground in the last phase. Look at River's shadow again. Obviously the light source is coming from the north. Now look back at the boss's shadow. If I made the light source come from anywhere but above, that would be far too confusing, and would tell the player the boss is somewhere he isn't.

So if you have ideas for that, please share.

thernz 13 years, 9 months ago

maybe they would look more harmful if there was a harsher center to them, like white maybe? right now they kinda look like cloudy poofs w/ or w/o shadows.

Castypher 13 years, 9 months ago

I think that's code for "Stop blend mode whoring."

It depends. I've spent too long on this boss alone, when his fight only lasts a few minutes. Different fights will be…different.

But that still leaves me with my shadow problem, because Cesque is so damn picky. >=[

JID 13 years, 9 months ago

True dat Cyrus.

JID 13 years, 9 months ago

Dis shit be reel.

I stole it mahself.

Better recognize nigguh.

Castypher 13 years, 9 months ago

Now JID can be more flashy.

And normally I wouldn't care about making shiny graphics, but when it's as game-changing as depth, it should concern me at least slightly.