Few polish and AI changes
This week I managed to work on some polishing. Remember the rough map edges I mentioned two posts again? Well I tried out an approach with a layer of "fake" map tiles and a half-transparent texture and this is how it looks like now:
Additionally, I made some more fixes to the AI - I believe that I finally found an issue which was causing the AI to incorrectly assess potential threats (it was basically ignoring a possibility to become flanked). Of course we're talking about the AI of enemies that are not suicidal by design :)
What is more, I carefully started to experiment with normal maps. The only light sources in the game are the characters themselves (and I am using the 3/4 perspective) so I decided to apply very soft normal maps to some of the obstacles. It might be that I could be exploiting this feature even more. I just don't have experience with it.
Also - I will have some audio soon. But then I will have to actually incorporate it in game, which will surely be loads of fun.
Take care!
Shardpunk: Verminfall
A tactical squad-based survival strategy game based in a thoroughly stylised pixel-perfect steampunk setting.
More posts
- Devlog #137: Can a game be truly fair?18 days ago
- Devlog #136: Reflections on Next Fest32 days ago
- Devlog #135: hand-holding tutorial53 days ago
- Devlog #134: shelter phase changes53 days ago
- Devlog #133: 2022 wrap-up81 days ago
- Devlog #132: playtests in progressNov 25, 2022
- Devlog #131: combat tactics, and moreNov 12, 2022
- Devlog #130: do you like being punished?Oct 28, 2022
- Devlog #129: changing few rulesOct 14, 2022
- Devlog #128: more post-feedback changesSep 30, 2022
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