So I took it upon myself to finish up my incomplete particle engine and did some little stuff here and there.
First the smalles of details. Now your footsteps leave a small dustcloud behind, this is just one of the smaller things that I think adds some value to a game. A little grander thing was the bigger dust cloud beneath the beast that lunges.
I think it’s important to have visual cues when a monster is about to do something dangerous, so I added it in. (The sprite of the dust itself is something I’ll try to improve upon in the future, it looks a bit unappealing atm)
With the particle engine complete, I could add a lot of bloody effects on the sprites after they get hit. It’s a bit excessive right now and I might tweak the values that manipulate the particles to get a better look for it. Reiteration is the key here.
Also for fun, I added a shit ton of it coming from Waldir when he dies.
Don’t be alarmed if these look a bit off right now, they are all in heavy reiteration phase where I just tweak numbers here and there and redraw stuff! Feedback is appreciated though 🙂
Next week I’ll probably work on either adding a couple of more functioning monsters as well as starting the design/implementing of the first boss. Or implementing the item system and enlargin the room generation to allow shops/treasure rooms! Or both, who knows 🙂 See you next week