Re: The Legend of Blockman - Shadow of the Nexus
Reply #4 –
I'm going to write developer logs here, just so I can make progress every day. The log is dated the day the work was done, it might be the 15th today, but this is what I did yesterday. They will include what I did and what I'm planning on doing.
Log #1 - Mar. 14, 2016
I'm treating large sprites as Sphere Persons. In addition to z-index re-ordering (which you get for free in the map engine), I wrote a nice script that checks the bounds of all large sprites, and if the player is occluded by the large sprite, the sprite turns invisible. I've seen this in many games and it makes sense: in an action game, if you and the enemy are behind a large tree which hides everything, you may not know if you are getting attacked or not. Now you can at least see the action unfold. Smaller trees might stay as tiles, especially the repeated trees. However, I'm thinking of converting all small bushes into sprites so they can shake and react to combat.
No longer deal 0 damage. The smallest amount is now 1.
Added a new grass tileset. Spent time remapping areas to include the new grass tiles. This is just foot-tall grass, my next plan is to create very tall grass that hides people that wade through it, and updating the AI to not notice you while you are in tall grass.I'm investing in this game mechanic since it'll add a new dimension to the system, preventing it from being boring, and grassy areas will literally be used throughout the game, so it makes sense to develop this as early on as possible.
I'm also planning on creating more reactive sounds. Footsteps depending on ground type (water, grass, wood, dirt, marble, sand, and stone), and thud sounds against wood, metal, and rock.
If you use code to help you code you can use less code to code. Also, I have approximate knowledge of many things.
Sphere-sfml
hereSphere Studio editor
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