Posted December 03, 2023 by AndiDev
Big update! After refactoring the way all tiles are handled, I had finally some time to add small animations Suse made. When the characters move, they play a placeholder "walk" animation.
Also added some particles when new objects like flowers, trees and carrots get spawned. It add's a lot not only visually but also as feedback.
The refactoring allowed us to let the plants "fly" to the place where they get merged, which also helps a lot to see what's going on.
And I made some new placeholder sounds and finally been able to remove the old wood and construct sounds.
In the game logic there is a minor change with quite an impact: When a character is trapped, it is now first looking to find a spot near a resource they spawn. If there is none, they look for adjacent plants of the chain they produce. Meaning a witch always tries first to jump near trees. Only if there is no such resource, they choose any free spot.
Added a new map and made it the start map for now.
Have F.U.N and please leave a comment for feedback and issues you encounter.
Thanks!