Update 10
Should be back to weekly now.
So, I ended up re-writing how the worm works to use bezier curves to more easily define smooth movement paths. This took a lot longer than I thought it would, and still isn't really done.
The 'rearing up' behavior- that is, live-editing existing points instead of adding new ones, has a tendency to explode. I haven't quite figured out why that is yet.
Check out https://github.com/yasirkula/UnityBezierSolution for the basic implementation. I had to write a few functions, although those are probably the culprit behind the issues. There's a lot of wonkiness, and I was getting burned out trying to figure out what exactly the problem is, so I realized it'd be better to work on other stuff that needs doing instead of continuing to bash my head against this wall.
Started work on the third boss. The player automatically moves their upper body to face nearby targets now- I'm planning to redo the camera for auto-targeting. The game originally placed a much higher emphasis on mouse movement and aiming (being vaguely inspired by cs' kz maps), but with the bigger focus on boss fights, having a largely autonomous camera would probably make for a better experience. It'd allow players to focus more on the relevant parts, and let me direct attention more easily.
The third boss itself is actually a duo fight- you can see the dead big thing in the background that'll come to life in a later phase. The main inspirations are the Mantis Lords from Hollow Knight and Ornstein and Smough from Dark Souls.
Working on this also has me thinking a lot of how combat flow should go. As mentioned before, camera control is going to be more automatic so the player doesn't have to worry about it, but other than that- the general feel of spacing, timing, and what sort of responses the player should take. So far, seems like there's going to be a lot less precision required than I originally planned. The combat system is meant to be designed around this boss: it's probably the most complex in terms of what's going on in the background, making it a good stress test for the gameplay systems (e.g. camera focus with multiple enemies, one of which moves very quickly; complex attack animations and behaviors; how enemies respond to player attacks etc.). Expect more info on that once I get the third boss in a more or less complete state.
Also, some messing with skyboxes. Not in a finished state, though here's a better approximation of how the first boss/chapter zone is planned to look:
You can also see that the trees and buildings got a bit shortened. The first section's village in general has been slightly expanded, though not really filled in. The intent is to have a brief horror-ish segment there before the turnaround that makes you realize that the monster actually has nothing on you.
Get Bloodless
Bloodless
Status | In development |
Author | argoms |
Genre | Action |
Tags | 3D, Boss battle, boss-rush, Short, Singleplayer, Third Person |
More posts
- ReleaseJun 05, 2022
- The Not-Quite-Release PreviewMar 27, 2022
- Update 16- So it's that kind of bi-monthly after allMay 01, 2021
- Progress update- 2020 in reviewFeb 15, 2021
- Progress update: June (barely)Jun 30, 2020
- First public releaseMar 26, 2020
- Progress update (mid-March)Mar 16, 2020
- Bits on bosses, and player mechanicsFeb 08, 2020
- Last year in review (AKA- Oh right, there's a devlog!)Jan 10, 2020
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