-Some context:
After a huge success that was Destructive Reconstruction (The Ludum Dare 46 version) I am happy to announce that development on it's spiritual successor (read the rest to find out why it's a "spiritual" successor) has begun! More levels! More story! More everything! (well hopefully)
-Character design and animation improvements:
As you can see here there was a major improvement in the sprites of the game, on the left is the Ludum Dare 46 main character sprite, and on the right is the new and improved full version sprite. There was a major improvement in the shading, coloring, and detail of the sprites, and the pixel aspect ratio was also changed from 16x16 to 32x32 giving much more detail and life to the sprites. New animations have also been added as you can see the comparison in the pictures below, the original player also had only one animation for all directions, due to time saving for the jam but the new player has directional animation, two of which are shown below:
The animations have also been slowed down here for viewing comfort.
-Gameplay mechanics and improvement
This aspect hasn't been developed fully yet, but there are major improvements. First of all the player can not die and a block can not be destroyed if it is on the other side of an indestructible wall, here is an example of how the systems in the two games compare:
-Jam version:
In the jam version, when a mine explodes it would cast a spherical collision shape around itself, and if something destructible is in that range, it would be destroyed, no matter if it is protected by an indestructible wall, here is a graphic that shows this system:
-Full version:
In the full version it starts out much the same with the mine casting a collision shape after the explosion, but where it gets different is that after the collision shape is cast, it gathers the list of objects in that collision shape and proceeds to cast an invisible ray to each of those, think of this like a laser pointer cast from the explosion center to the destructible object, and if the laser hits the object the object is destroyed, but if the laser hits something on the way, it does nothing, here is another demonstration:
As you could imagine, this improves the realism and gameplay a lot, as the player can no longer break things through walls.
-Conclusion:
That is about it for now, please if you want to support me follow me on twitter here: https://twitter.com/Pepper_Box_ or on itchio here: https://pepperbox-games.itch.io I will be posting minor development updates on twitter along with some other stuff so if you're interested in that, go there, but I'll be posting major development updates on itch right here, so follow that if you are interested in this game so that you know when the game comes out! Thank you for reading, and sorry if this isn't up to standards but this is my first time posting a devlog on itch so I'm kinda inexperienced haha. Thank you again for reading, and thank you even more if you followed either my twitter or itchio, as I don't have any plan to setup any financial service for this game (like kickstarter or patreon) that is the only way to support me, and it means a lot to me to see this possible community grow, so a follow would be much appreciated!