Update 1- It's alive!


Going to try and make regular dev posts- aiming for weekly. Anyway, here's what the game looks like now:



Obviously, there's screenshake now. The closer you are to the attacker, the more the screen shakes. There's also some more work-in-progress secondary effects to attacks (see: the 'shockwave' that popped up once the attack slammed into the ground).

All of the boss's animations have been slowed down, anywhere from ~30-100% more frames per attack. Two main reasons for this. First, more sense of weight to the weapon- it's a massive club that probably weighs five times as much as the player. 

Second, reduced 'dead time'- I noticed that it felt really odd to have the enemy just have extended periods of doing nothing. Longer animations (especially recovery time after attacking) mean that it's spending more time visibly doing something without affecting the game difficulty. I'm sure it'll be less of an issue once I'm far along enough to have real idle animations, but I figured this couldn't hurt either way.


Player control has also seen some updates. You can throw your spear now, and hold the button to zoom in. 

I finally figured out what to do with the controls. I'd been trying to figure out how to get sprint, jump, and dodge into a manageable control scheme comfortably (i.e. into two buttons), and Sekiro gave me an answer: holding down the dodge button after dodging makes you sprint.

Dodging crouch animation has also been removed, so now it looks a lot like Bloodborne dashes instead of just looking really wonky. You also don't rotate in the direction you're moving unless running now, which felt better (especially since there's now a vaguely shooter-y aspect with spear throwing).

Get Bloodless

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