Hello, everyone! The last two weeks were kinda.. lazy? I was working slowly, jumping between big tasks and small tasks.
First of all, I added a new extended (in all directions) background to the new fight zone. It is about 20% wider and 40% higher now and may allow infinitely high levels! And I also extended the camera range to the new borders of the level. Talking about the camera, I improved “looking around with mouse,” so the mouse position near the screen edge is ignored from the start and after 4 seconds of inactivity. This feature is useful for situations where you forget about the camera in the corner while moving, resulting in a skewed view.
After inserting a new “universal” ground to the new zone, I managed to assemble it and prepare templates for future floating patches of ground (“islands”) and platforms (that can be jumped through). A universal ground has 7 holes with spikes. They can be “covered” with unique patches of dirt. I also added the ability for spikes to damage the player for 25% of the health and kill enemies instantly.
Added an image to the jump mushroom, an idle animation, and a bouncing animation.
So, Terri! Let’s see what that artist managed to draw! She drew: UI icon for two additional menus (Achievements and Ero Menu); universal frames and patches for art icons; an exclamation mark that will appear over enemies’ heads when they attack; range of butterflies; UI bubble for teleportation action; new artifact – a knife (like the necklace in Demo); extended background for new fight zone; 23 battle modification icons with frames and background. She also drew a new NPC – a traveling fox merchant. Soon to be animated.
The work is going. Slowly, but steadily. I’m still terrified by the tasks ahead, but at least not paralyzed by them. [No more abandoned projects]
