Devlog #24 - v0.17 - New Art, 2D Lights and Animator FSM
This month was tough for me. There were some changes to my day job. Suffice it to say that I am exhausted. Nevertheless, I managed to get some work done.
New Forest and Castle Tilesets
Over the past month, I've been working with a talented artist on new tilesets. He is working on the two other areas of the game: the forest and the Castle. It took some iterations, but I am excited about the results.
2D Lights
I've been thinking of ways to add variety to the game without new enemies. Since the first area is a cave, I wanted to make "dark" levels. With lower visibility, you get a completely different level. It's still a work in progress, but I can already see a lot of o value from it.
New FSM Using Animator
I decided to ditch my old FSM system in favor of a new one. The main reason was that my old one was hard to debug. I had nothing visual to see what state an object was in beside the inspector. So I hacked the animator and built an FSM system with it. It ended up taking less time than I thought it would.
The Old FSM
The new FSM
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I have not been as productive as I wanted, but I have to keep pushing through.
Thanks for reading until here and if you want more updates check out @brightflask on twitter.
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Yurei
Yurei is a top-down, arena-style slasher game. Slash, dodge, and eliminate those that stand on your path for revenge.
Status | In development |
Author | Bright Flask |
Genre | Action |
Tags | Arcade, Difficult, Fast-Paced, Hack and Slash, Swords, Top-Down |
Languages | English, Japanese, Portuguese (Brazil) |
More posts
- Stage Designer Tool and Castle Stages Improved (Devlog #40)12 days ago
- Overhauled Forest Area and Refining Boss Behavior (Devlog #39)47 days ago
- I wish I organized myself like this before...! (Devlog #38)68 days ago
- Devlog#37 - Reminiscing 202389 days ago
- Devlog #36 - Steam Wishlist Trailer, All bugs squashed, Database Reworked!Dec 04, 2023
- Devlog #35 - Steam Page Launches!Nov 05, 2023
- Devlog #34 - All Cave Stages Balanced, New Popups, and New Player Facing Indicat...Oct 06, 2023
- Devlog #33 Constraining the camera, Milestone approach, and Textmesh Pro! Plus...Sep 03, 2023
- Devlog #32 - Cutscenes and All Audio Hooked Up!Jul 08, 2023
- Devlog #31 - Localizing Strings and Improving StagesJun 04, 2023
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