Summary:
In which an announcement is made regarding blog-posts; the new demo's Autumn Moon section gains bordering trees; the demo's Shattered Moon section sees a number of changes; various foes from the Shattered Moon are updated; some lighting is changed; and room-trails are set in place.
Greetings and salutations!
This week's screenshot shows an update to that barrier of autumnal trees that I showed last week, I believe:
The week just past was a fairly busy one, I feel!
But before I begin, an announcement:
I've been finding, I fear, that these blog-posts seem to meet with little response. As a result, I'm thinking that I might switch to video-devlogs--and that less frequently.
I'm still considering how best to handle such things--I want to be careful of spoiling too much--but I'm thinking that I might start with a short introductory video, posted sometime soon.
Now, while this does mean that these text-devlogs will be ceasing, I intend to post the video-devlogs in the same places, and likely with a very brief point-form summary of the matters covered in the videos.
So, don't go away, but rather stay to see how my adventure in video-devlogging goes, and to get news on the project that way!
And let me say: If you have commented on any of my text-devlogs in the past, then thank you for that! Know that it is truly appreciated! ^_^
Now, on to the usual devlog...
To start with, work continued in the week just past on the enemy-level for the new demo.
I showed last week, I believe, a bare start to the trees that line the Autumn Moon section of the new demo. Well, in the week just past I continued my work there, and--with some experimentation--came up with a result (shown above) that I'm at least fairly happy with!
With that done, I've moved on to the region of the demo that shows the Shattered Moon.
Here there were more changes!
For one, it's now, well, shattered: its rooms no longer directly connected, but rather accessed via doors that "teleport" the player from one room to another.
And its shattered nature is visually represented, too: the rooms have been altered to now appear like broken chunks from what was once a greater whole.
What's more, some work has been done on the decoration of the place, adding magical lights on the walls and carpets on certain floors.
And the denizens of the Shattered Moon have seen some changes, too.
These are several, and individually fairly small, so let me list them in brief:
The AI for the Shattered in Body has been given a bit more complexity; effects have been added for the disappearance and reappearance of the Shattered in Time; new death-effects have been added for the Shattered in Life; the projectiles of the Shattered in Time now skip back and forth more greatly; and the "prototype" shader has been applied to the projectiles of all of the Shattered in order to make them more visible.
And on a more general note, the lighting for the demo has been updated.
Remaining with the demo overall, in the week just past I finished off--for now, at least--the trail-data for the various rooms of the demo. Not only in applying new data to rooms that lacked it, but also in adjusting what was already in place!
And finally, a number of changes were made in the week just past that don't seem worth mentioning here!
That then is all for this week--stay well, and thank you for reading! ^_^