During these last past few days I've been working on reducing that "gamey" feeling you currently get very strongly whilst playing this game and I believe I've somewhat succeeded at that goal. Let's go through the main improvements! Firstly, I added light parallax scrolling to the backgrounds of the arenas so as the characters move, the background moves a little bit with them generating a depth effect. Following this, I changed my camera from being static to moving ever so slightly alongside the characters which makes the arena feel much larger as a result. As well as that, when the characters jump, it truly feels like they are jumping as the camera joins them. I tested using zooming as well if the characters were close to each other, but felt this was overkill and didn't suit the game. After this, I added shadows which follow exactly what the characters are doing underneath the characters. I also made it so they fade out if the character they are following jump and fade back in once they get back down. The last major thing I executed (I'm really tired now) was post-processing. I added motion-blur, glare and slight colour-changes to each level in the game to not only improve the graphics, but also make each level have its own feeling. As well as all these improvements, I also changed Demon's sword hitboxes to make the game harder and made it so you can't click which level you wanted to do on the campaign and instead have to rotate the Earth much like if you were using a gamepad to choose a level. I feel this is for the best as both control types co-existing generated many bugs. I also fixed some other bugs and improved some other things.
Also, I started working on a webpage for BattleBlade! It's nowhere near finished yet, but feel free to take a look here: https://roxra.github.io/BattleBlade/
0 Comments
I made various small polishing improvements to battleblade over the past few days. Lets go through it chronologically! Firstly, I added many cloud particles to the versus map, including a few infront of the player creating a depth effect. I also improved the cloud pixel art by creating a side to it. Afterwards, I added a prompt on the delete save file option so it asks you to confirm whether or not you want to delete your save file. After that, and the main improvement, is transisitions on the main menu! The buttons now move out of the scene smoothly if you press the options menu, and it does the same when you go back. Watch the video below!
https://streamable.com/t9uot After that, I added a black zoom in and fade in on the world map when you choose a level which improves the presentation of the game. I then added loading screens to more scenes of the game so the player knows the game is responding and not crashing whilst its loading the next scene. Following that, I added sounds to the main menu and dialogue scenes on correct inputs. Afterwards I added a running sound when the player moves. Along with that, I did some other bug fixes and improvements as per usual :) I've been forgetting to post recently, but it's time to break that bad habit! During these last few days of development, I've mostly been working on polishing and bug fixes. Let's go into detail.
I changed the input system (once more and hopefully for the last time) to make it so the versus mode only requires 1 Gamepad and 1 KB+M or two Gamepads instead of 1 KB+M and 2 gamepads or just two gamepads. The new input system also allows for rebindings of keys which should solve the glitch where different controllers have different controller schemes. This makes the local multiplayer far more accessible as less controllers are needed yet it doesn't affect the single players inputs. It makes me wonder how cool this game would be on the Switch with that dual joycon local multiplayer action. I added *many* particles to the Versus map mostly being cloud textured. This gives a nice depth feeling and makes the level feel more like clouds rather than snow. I added a parallax effect to the main menu so as you move the mouse the logo moves a little bit, I may get rid of this entirely, I'm still not sure. I may even add this to all the levels... still not sure at all really. I made it so the highscore displayed under the level on the worldmap after you've beaten it is your highest score and not the score you got last time you beat the level. I fixed a bug where the running animation would reset to idle after it was played instead of looping. Fixed a bug where the world map wouldn't take inputs in a very responsive fashion. Fixed a glitch where resolutions would appear multiple times in the resolution dropdown. Fixed some other bugs and improved some other stuff as always :) |
AuthorMy name is William Hughes, and I study Games Development. I also am learning Web Development and general programming. Archives
May 2018
Categories |