Posted June 17, 2022 by RayznGames
#behaviours #systems #update #changelog #lfluids #mechanics #bugfix #controls
Hello everyone, and welcome back after some busy times! Today I'm happy to announce that the development has been ongoing, and things have improved since the last time.
Let's get into the changes themselves!
This is how the development roadmap looks like now
We’ve introduced an improvement that detects whether you’ve clicked on the screen or a button, in case of a button returns a null answer, in case of a part of a screen shoots, The function that does it is pretty simple.
private string AvoidButtons() { for (int i = 0; i < buttons.Length; i++) { if (Vector2.Distance(buttons[i].transform.position, Input.mousePosition) <= 100) { return null; } } return "shoot"; }
When tinkering with the camera and fixing the bugs, I started trying to improve it as well, and so, we ended up with a nice effect that transitions from a far camera to a closer one whenever the player stops moving for 5 seconds. It's a tiny improvement but gives a really nice touch to it.
We all know that the blood effects that this game had were a little bit out of place with the world. A simple animating sprite Now we're using particle systems that are capable of interacting with the world. Every enemy will have their own blood particles, with their own behaviors, By now they stay for a certain amount of time, but we are looking towards making them persistent in some way or another.
The enemies are now more capable, They can see the player whenever it gets closer to a distance, can detect their surroundings depending on their direction of movement, they identify obstacles and try to sort them by jumping, and different obstacle heights will lead to a different jumping force for the enemy to get over it
The enemies/ Skeletons now have more life, when colliding with the player they will attack and push the player in their direction for movement and up with a certain random force.
Now the inputs of the shooting have Time-dependent variables, this means that Each arow you shoot will shoot faster depending on how much time you've been holding the arrow, and there’s a HUD component that will appear to showcase the direction and force that each arrow will have.
The arrow's initial s[eed will change the damage that the arrow deals when hitting an enemy.
When an arrow has reached maximum potential speed, nothing can be done to shoot slower by now.
This is one of the most basic iterations of the world generator, basically pulling prefabs in an anchored position on each last spawned prefab, therefore allowing for a procedural world generation, Really basic and still needs a lot of work, Feels somewhat random but repetitive.
Dynamic Fluids, I know there are several solutions out to create liquids that may provide a pretty good experience, either way, I developed my own solution following some tutorials and keeping my own preferences within the needs I had, and by now we can have any liquid we want in front of the camera, falling from the sky and following the player even.
These liquids will be always rendered if they enter inside their LiquidFXCamera range, Each liquid is rendered in a separated render layer to ensure Shading it as we need, every particle has the properties of the liquid itself, and will behave according to real fluids when interacting between each other.
Added dynamic lights, The Sun and the house light that change depending on the time of day, If its night the sunlight goes down and the House light turns on, and vice versa when it’s morning
We are giving you access to the developer test chamber, where everything is tested before introducing it into the game itself. Feel free to enter and play with the stuff it offers. Not much now, will be more later when we add extra stuff.
I’ve created a script that may suit all phone devices and will provide maybe the best experience/performance for your device possible, In this case, this is basically scaling the resolution down by half.
The reasons why I am doing this are several and I'm gonna explain them here.
We-re basically looking for performance now we will focus on adding extra quality whenever we have enough performance.
We’ve added buttons to allow the user to interact with different objects. This will open doors activate stuff, and basically whatever we want.
And that basically sums it all up, There have been several bug fixes, but may be too much to add at this point