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Did some menuing work. Obviously not complete but just wanted to experiment with a few things.
Did some menuing work. Obviously not complete but just wanted to experiment with a few things.
Decided to start revamping the text/dialogue system after messing around with the title screen pixel art I made a while back. Since the sprites are so small I felt it would be difficult to make them into meaningful poses for cutscenes, and the mugshots I had before could only convey facial expressions (also I didn’t like how they looked anymore).
Was in the mood to work on some HUD stuff. Border for shadow’s stamina bar, and some hearts.
The hearts beat faster at 25% health, and I’m planning to include an adrenaline mechanic that makes you move faster and deal slightly more damage while at less health.
Had the sudden realization that static/nonmobile attacks are boring and unfun, so I spent some time the last couple days making Luna able to transition between run/stand while in the swing animation. Still a little positional tweaking I need to finish up but it’s mostly done.
Next I’ll probably make it so you can throw the lamp as a separate attack by pressing the button a second time before the hitbox is active.
Working some more on this game. The guy now has a fear-bar, and once it reaches a certain value it’ll begin to change color, and you’ll have an extra menu option: to pop out and scare him. Right now my plan is for the bar to drain and convert into a score,
Shadow now also swings. I tried to add a little bit of squash/stretch, maybe when I eventually touch up the animations further I’ll make his actions more exaggerated.
I’m also debating whether or not you’ll be able to have the lamp on while carrying it and attacking, etc. On the one hand I think it would be cool to have the shadow get flung around when you swing it so you have to get really good at aiming his attacks,