Posted October 18, 2025 by Gore Gone Studio
Skills System: Added in-game skills panel (V key) with the Dash skill, allowing up to 5-tile movement validated through A* pathfinding and enhanced with visual effects such as dust trails, wind slashes, and tilt animations.
Shader-Based Glow Effects: Replaced old multi-pass rectangle rendering with GPU shader-based glow effects for tile highlights, entity outlines, and dash targeting visuals, improving both performance and visual consistency.
Wind Aura Effect: Introduced a dynamic orbiting ribbon shader around the player, featuring flow noise, modulated opacity, and velocity transitions for smoother, more natural movement.
Dash Visualization: Updated dash radius indicators to use batched shader glows, displaying reachable tiles via BFS pathfinding with optimized merged outlines.
Shader Optimization: Implemented shader precompilation at game load to remove first-use stutters. Added axis-aligned glow variants for batching and optimized shader math by removing redundant trigonometric calculations.
Targeting System Enhancements: Improved dash targeting visuals with GLSL-based swirling wind aura shaders, adjustable speed and blur parameters, and proper depth layering around the player sprite.
Death Mechanic: Added a full player death system with fade-to-black overlay and post-death options such as Return to Menu and Quit Game.
Immortal Toggle: Added an Immortal checkbox in the debug panel to allow invulnerability for testing and debugging purposes.
Health Bar: Introduced a bottom-center health bar that remains visible and unaffected by color grading or shader overlays.
Press V to open the Skills Panel.
Select Dash to enter targeting mode; reachable tiles are highlighted via shader glows.
Left-click to dash to the selected tile; Right-click to cancel.
Dash obeys A* pathfinding and maximum 5-tile range.
The player’s wind aura dynamically reacts to motion, with realistic acceleration and trailing effects.
All glow and outline effects now run on GPU shaders for a more stable frame rate and consistent visuals.
Shaders compile during game loading to prevent runtime stutters.
The player can now die when HP reaches zero; the Immortal toggle in the debug panel disables this behavior for testing.
The new health bar provides a clear visual indicator of player HP during gameplay.