Weekly devlog update: shooting, dying and more dying
Howdy!
I am a little short on time today, so I will keep the text to the minimum.
Improved death animations
Until now enemies were flying through obstacles:
Now they don't:
Also, bodies now fall in correct direction when dying from explosion:
Handling multi-shot animations
Ranger's quick shot now has a double shoot animation; this required some code changes about enemies reacting to multiple hits:
What's next?
Improviing the visuals can wait; right now I am busy implementing (well, expanding) the enemy reinforcements and combat danger level features. More about them will (hopefully) come next week.
And here's a portion of some gifs, as I am aware that 99% of you are here for them anyway:
As usual, if you'd like to receive more frequent updates about the development and a heads-up about release of the demo, follow me on Twitter at @bryquTheDev.
Also, do help me out reaching a bigger audience by telling about "This is The End" anyone who you think could be interested in this. Thanks in advance!
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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