Camera effects, and more
Rats!
Someone asked me why I have chosen to use rats as enemies in the game?
I guess I just like the Skaven vibe from Warhammer. And as I didn't want the enemies to be human, and because aliens were already taken, it's rats.
Well, it could also be orcs of some sort - but the rats seem to get with a plague vibe better, right?
Camera effects
Anyways, about the weekly update: I was busy most of the time playing with the camera. I wanted to make sure that shooting animations are reinforced with some camera zooms and shakes, to improve the overall experience.
So I've added some screen shaking during shots:
Same with grenade
explosions:
I also added some soft, barely noticeable zoom-in during shooting:
I believe that this is enough for now; and that it is not too much to cause any nausea ;)
Additionally, I have
posted my first post on Reddit, on r/IndieGaming.
The response and feedback was really great and had built up my confidence that
I might be creating something that might be interesting for others as well. It
feels great!
Oh, and one of the Reddit comments regarding the gameplay video killed me:
*defined as xcom-like
*shows two misses in a row in video
Yeah, it checks out
Anyways, I've made some rough roadmap for the upcoming months to make sure that I know what I am working on. Next week will be mainly about fixing any outstanding annoying bugs. This will require a lot of playtesting - so hopefully I will be able to post a lot of nice gameplay videos.
Thanks for reading!
Shardpunk: Verminfall
A tactical squad-based survival strategy game based in a thoroughly stylised pixel-perfect steampunk setting.
More posts
- Devlog #140: Shardpunk is now live!Apr 13, 2023
- Devlog #139: Less than a week to launch!Apr 07, 2023
- Devlog #138: Release date reveal!Mar 24, 2023
- Devlog #137: Can a game be truly fair?Mar 04, 2023
- Devlog #136: Reflections on Next FestFeb 17, 2023
- Devlog #135: hand-holding tutorialJan 27, 2023
- Devlog #134: shelter phase changesJan 27, 2023
- Devlog #133: 2022 wrap-upDec 31, 2022
- Devlog #132: playtests in progressNov 25, 2022
- Devlog #131: combat tactics, and moreNov 12, 2022
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