#piti yindee
Another Devlog already!
I had a pretty productive weekend, and wanted to give you all an idea of the amount of work that I can pull off when I forfeit social activity and other human things from time to time ;)
I haven’t done a game jam in a while, and also had a lot of things “Breeze code” related that I wanted to get out the way, so I set a timer for 48 hours and got busy ~
I’ll probably not be programming too much this week, and and instead will be putting on my animator hat.
(Please keep in mind, images/sprites/animations shown are heavily in progress)
New Features
- Special Attacks can activate Screen Effects now (changing color of screen, dimming it, shaking it, etc)
- Added a Clash (Parrying) state. Attacks with the same “priority” will cancel each other out if they connect
- Game now shows game over text when you like, die
- Created a manager that handles creating effects like particles and positioning them
- Will expand on this later to make it easily configurable
- Implemented new feature to show a blue dimming Screen Effect when switching into a other Weather Forms* (more to come on that in a later post…)
- Added Feature to prevent same attack from landing multiple times
- AddedSlowmo feature because video games
- Update to Sodo behavior tree: Added case for Parries
Improvements
- Created a “Dummy” Behavior Machine that I can just beat up
- Created a “Dummy” Sodo that I can just beat up
Since y'all love Sodo so much, I decided to use him as a punching bag
- Special attacks can have their own particle effects
- Fancy effect that plays on the character actor before the attack starts
- Programmed the Dpad to toggle between Form move sets
- Spawned Sounds effects are added to the correct Audio Mixer now
- Added additional controller Inputs for Breeze’s features (no more switching back and forth to the keyboard during testing)
- VibrateController() function renamed (it had a stupid name before…)
- Added waits to Sodo’s behavior tree because he’s crazy and attacks relentlessly right now
- AddedSodo hit sprite (top of post)
- Update to display current Weather Form in HUD
- MovedScreenshakelogic into a new ScreenEffectsManager
Bugfixes
- Bug fixed where Breeze couldn’t attack immediately after jumping
- Fixed issues with Actor’s Recovery State not using the correct duration variable
- Fixed issue where disabled loopable audio sources would attempt to play
- Fixed bug where battle UI shaking doesn’t rest/reset correctly
- Fixed Slamming Physics so that heavy attacks will make character actor bounce off of stuff
If you didn’t know already, if you’d like to support the project, we’re on Patreon!
Or, if you’d rather donate once (or on occasion), you can do so here via Paypal!Also, artists out there, we’re looking forward to seeing your fan on Twitter and Tumblr!
Just make sure to use#BreezyFriday or tag @breezethegame for Tumblr or “BreezeGame” on Twitter.