Posted February 28, 2022 by lettucepie
#update notes
The largest change here is under the hood, but it's the backbone to a better visual experience. Calling it the AnimationFX System. In previous versions of the game, everything was set to "take turns" in between different animations. An Example:
This system worked for sure, however it wasn't very immersive, and left some confusions as to what events just occurred. Some people have no idea that When hitting Harold with fire, he would react by reducing the value of your highest value card. We needed to better portray the effects of monsters actions, and so we have our new system.
An AnimationPlayer node has been added to each Monster. That node will be handling the timing of sounds and effects during the monsters attack. AnimationPlayer nodes have also been added to the Player Board and even the cards themselves. Now we can have the monsters attack call to the Player Board to produce a visual effect at the correct timing, and the effect of the monsters action (if any) will be demonstrated on the Cards. Harold's Special attack which reduces the value of one of your cards will have a flurry of Downward Arrows sliding off the affected card. Jeff's Special attack which randomizes your cards will "flip" the cards. Previously these affects just occurred with no sense of notification.