Posted July 28, 2024 by TheNevel
#Bloodmoon Survivors
I had a whole article written up and ready to go, but of course when I clicked save the page timed out and I lost an hour + worth of writing... I don't have the energy to write this blog again, so I'm just going to give a quick summary of this week. Hopefully short and sweet is alright!
Here are the new enemies Ref the artist has been working on. We've gone through a lot of iterations and I think they look pretty great!
(I love the way his helmet bounces when he walks!)
(Tank enemy. Slow. Lumbering. Boney)
While Ref was working on the enemy I was working on implementing controller support.
Tech stack:
Architecture:
I also wrote a shader that adds outlines to enemies. It's disabled by default but outlines are now an accessibility feature in the options menu. Players can enable outlines on enemies and control their color. hopefully this provides more color contrast to players that want it.
(Outline examples)
Last thing I did was make a custom cursor sprite. Behold my glorious (terrible) art
(It looks exactly like the cursor from 20 minutes till dawn, I know, but I drew it myself!)
You will also be able to change the cursor color in the options menu now since a common complaint I get was how hard it is to see sometimes!
Next week I aim to wrap up controller support and go back to playtesting the game and balancing / fixing the later levels! On the art side, I think we will continue to iterate over the remaining enemies for Level 1, and, maybe, start thinking about the first Elite and Boss enemies :0. I'm both excited and scared to get to that part.