Devlog #30 - New Dash Attacks and First Publishers Submission
New Dash Attacks
I've wanted to incorporate two new dash attacks for a while now: the chain dash and the perfect charge dash. With the chain dash, players will have a limited timeframe to execute an additional dash that consumes less stamina. They can chain up to three consecutive dashes.
As for the perfect charge dash, it involves releasing the charge button right when the charging process is complete. This results in the same charged dash attack, but with increased damage output.
Dodge
I wanted to add a Dodge option while using the same attack button. The solution is simple: if you do a dash attack but you don't hit anyone, you get half of the stamina used back. This only works for regular dash attacks, so be mindful of the charged dash attacks.
I like to think of the dash, chain, and perfect charge as advanced moves. You can't get by without using them, but if you master them, it can make a difference.
Screen Effects on Dialogues
As I improved the dialogues, the need for a screen effect popped up. I already had a system that I used for making fade-in and fade-out of the whole screen. For this case, I added an option to "flash" the screen with a given color.
The outcome is fantastic. I can employ it to create a flashback effect, and by setting the color to red, it effectively resembles a damage effect.
Updated Localization
I created a handy attribute drawer that shows a popup with a search option for my enum. Once I select something, it stores it as a string instead of an enum.
For my localization system, the actual value of the enum is less valuable than the identifier. That is because new localization strings might pop up along the way. Since the string id is tied to its position on the spreadsheet, relying on the identifier worked better for me.
Events and Publishers
I submitted the game to Pixel Heaven 2023. I think I have a good chance of getting in since it's a smaller-scale event. I submitted the game to two publishers. I have a list with over 30 publishers and I plan to send it to a couple each month.
As the game improves, I plan on sending it to larger publishers. It's not that I don't value small publishers. Since larger publishers have higher expectations I'll have to refine my pitch even more.
I hope a publisher is interested and decides to work together. I want to focus on making the game as best as possible. Marketing and selling are different skills that I would rather not focus on.
What's Next
For May, I plan on creating the Steam page for the game. I also have plans for getting all dialogue up to a higher quality. There are a few that are still missing their cues when to play.
A big one for this month is the stages. I want to improve all the stages I have. It is quite a lot, but the game has reached this point. I have to put my head down and work on that. If I manage my time and focus correctly, I know I can get it done.
Follow my progress on Twitter @brightflask.
Get Yurei
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
- Art Finalized and Controller Support! (Devlog #48)6 days ago
- Upgrades UI and new VFXs! (Devlog #47)40 days ago
- Final Visual Style and Portuguese Translation! (Devlog #46)63 days ago
- Steam Achievements Are In! (Devlog #45)97 days ago
- Ending Cutscene and Decorating Levels! (Devlog#44)Aug 11, 2024
- Golden Path Playable and Multiple Save Files (Devlog#43)Jul 07, 2024
- It's Never Too Late to Change Major Systems! (Except Sometimes) Devlog#42Jun 16, 2024
- Yurei DEMO Out!Jun 01, 2024
- Insanely Small But Awesome New Visuals + Playtesting in the House (Devlog #41)May 05, 2024
- Stage Designer Tool and Castle Stages Improved (Devlog #40)Apr 07, 2024
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