Skipped last weeks devpost for this time round, i didn't feel like i had enough to show and il only do these posts if theres something somewhat substantial to post up. Most of the work the past few weeks have gone into assets. I have done some gameplay tweaks and also worked on some sound design so that's news i guess.
Here is a collection of most of the in game props that iv been working on, along with some floor textures and a shotgun texture, just for some variety:
Ingame props will play a mechanical roll as cover items for combatants to peek in and out of. Because each object is somewhat destructible as a cover item, i have to draw each intermediary damage states for every single asset. Its really fun just mashing an asset and making it look absolutely shredded, but it takes alot of work.
I spent a full day ironing out the final in game HUD, with all new health assets that play off the theme much nicer. Things are always subject to change so i can never say this is final, but i can definitely say its not going to change too drastically from this style:
The health and armor should be very clear to read at a glance, this goes along with quick flashes when taking damage. Its important because of the low health the player will have by default, along with the fast paced gunplay that will drain you pretty fast if you dont have the proper indicators, or just aren't paying attention.
Iv only implemented health and armor at the moment, because i already had that system in place so adapting it wasn't too difficult. Here it is in action:
New health and armor assets:Here is an animation of the player raising a shotgun into a non aiming state, this would play just before or after you raise / lower the weapon. Unfortunately i have to draw each weapon on the same sprite as the arms, just for alignment and timing reasons.
Arm raise / lower shotgun: Last thing worth mentioning is some sound design i have been working on. Thematically the main menu is actually set surrounding terminals which control a time machine sitting in the background, and the idea is that the main character experiences travelling through time the moment you hit "start game". I had alot of really neat ideas for how i would audibly convey this as a kind of pre game experience that would give the player a good feel of the atmosphere.
Check out the
Soundcloud and give it a listen.
That's about all thats worth talking about this time around. It actually turned out to be a pretty big post, so that's awesome
. Oh yeah, there is a new slightly improved game logo (not too different from the current one) so i will just leave that here:
Thanks everyone.