Devlogs
Devlog - Alpha 8
Posted February 05, 2024 by SteveD
#weekly #devlog
The focus of this update was various polish & performance improvements.
Release Notes:
- Lingering Bodies
- Units drop dead for a few seconds before being taken under the ground to be despawned
- The initial plan for this was to have a physics body spawn and play out in a separate physics world. That's doable, but not important for beta and if I ever get around to implementing a sophisticated death system I can revisit this solution.
- Eye improvements
- Eyes have been changed to a single animated quad mesh rather than 3-4 separate box meshes
- Eyes also only render within a certain radius
- These changes should reduce the performance impact a bit (every little bit counts at this stage) without making them noticeably worse
- (*note, I'll likely make them unlit eventually so they're more visible in dark/shadow)
- Un-Attack
- Attack animations are now split into wind-up and attack. The wind up animation is cancelable into a new "unattack" stage that lets units who are winding up an attack on a target that no longer exists reconsider whether they want to follow through.
- Just a polish change mostly, less (though notably not 'no') fireballs going off after combat has ended
Known Bugs:
- Web version is a bit jank still
- Lag spikes probably still exist, let me know if/when/where you run into these
- Thumbnail is a bit borked still, didn't want to get stuck on it, but I'll keep hacking away and maybe find the solution soon
- The lighting is a ugly in lower light. This is mainly due to relying on post processing brightness/contrast adjustments, I'll probably take another pass looking at this before Beta
Next up:
Next update will be focused on giving some more personality to the Wizard and Merchant. No more un-existing them, have to explain what happens
Files
GoblinCamp [0.8a] (Web) 15 MB
GoblinCamp [0.8a] (Win) 74 MB
GoblinCamp [0.8a] (Lin) 71 MB