Summary:
In which death- and damage- effects continue to be added; two more enemy-attacks gain effects; explosive seeds may be shot; bosses gain prototype art; and bosses also gain effects for attacks, damage-taking, and death.
Greetings and salutations!
This week's screenshot shows one of the prototype bosses, now with prototype art!
The week just past was perhaps to a large degree another effects-week--but with other things done besides:
To start with, work continued on the addition of death- and damage- effects to various standard enemies.
And indeed, I think that I now have this task pretty much done! (Barring at least one minor revision that I have in mind.)
Here below, for example, you should see a centipede taking damage and then dying:
Furthermore, I added effects to some enemy-attacks that had been overlooked--those coming from two plant-enemies, one that produces exploding pods, and one that produces exploding "helicopter seeds". (The latter, to clarify, being those one-winged seeds, produced by certain plants, that spiral slowly to the ground.)
And if I recall correctly, it was in doing the above that the idea came to me to make those "helicopter seeds" shootable.
This allows the player to potentially clear their path through the hazard. But conversely, the seeds explode immediately on being shot, meaning that some care might be called for in which seeds to destroy...
(And concomitantly, I increased the rate at which those seeds are released.)
But it was not only the standard enemies that saw work in the week just past--indeed, I moved on to work on the bosses that I intend for the demo!
Specifically, I've begun adding prototype art for them, as well as effects for their attacks, their taking damage, and their deaths.
Thus far two have seen work: One is the dragon shown in the first screenshot above. (Although it should be noted that much of the work on its model had been done previously.) The other, then, is a thorny guardian that should be shown below:
And finally, there were a few things done that don't seem worth detailing here: tweaks to prototype art and to shaders, and a little bit of work on the level in which the new demo carries its standard enemies (including some partial and tentative lighting).
That then is all for this week--stay well, and thank you for reading! ^_^