This week the Norwegian developer conference Konsoll took place, leading to some delays in our work. But as they say, better late than never! So here is this weeks summary.
Completing the earth golem and art improvements
This week we finally completed our third and final enemy for the demo, the Earth Golem. The Earth Golem is a massive enemy that spawns at slower intervalls, but in return is more powerful with high damage, good health pool and a ranged attack on top of its regular attack.
While creating the Earth Golem we discovered that 4 frames of animation was a bit to little for such a large creature, even if it was only for a demo. So while we were at it we doubled the amount of frames in enemy animation in game so it will hopefully look a bit nicer when people try it out.
While we were at it we used this chance to expand a bit on the attack animations to make them more visually distinct so that it is easier to read while playing.
While creating the Earth Golem we discovered that 4 frames of animation was a bit to little for such a large creature, even if it was only for a demo. So while we were at it we doubled the amount of frames in enemy animation in game so it will hopefully look a bit nicer when people try it out.
While we were at it we used this chance to expand a bit on the attack animations to make them more visually distinct so that it is easier to read while playing.
Controll Support and cross game code
This week we implemented Controller(Xbox) support for both of our games Stay Alive and codename Arena Warrior. In addition we managed to port ability cooldown interface from Arena Warrior to Stay Alive, making it easier to know when your abilities are ready and when they are not. Due to the similarity of the games and the games and the platform they will be published on there are probably going to be more cross over functionalityin the future such as this. Something that will hopefully save us a lot of development time.
Closing words
In addition to the changes above we now have a decently balanced spawn system so that is fully playable, and in my biased opinion rather fun game. Looking forward to showing this and everything else we are doing at Spillexpo. See you there!