V0.0.3 Tiles and enemies
This week I still had to tweak a few things on the grass I implemented logic so that the grass goes back underground when colliding with the enemies this greatly increases the complexity and role of the grass in the game because now the player has to balance how enemies move above the grass.
The main challenge I had with this was figuring out a balance between grass visibility while also making sure that the functionality worked appropriately, I had to make the grass tall enough but also make it stand out enough so that it's clear to the player that the grass is special. I also had to add some particle effects to make it stand out even more.
The solution to this issue was creating a new material for the grass also creating a particle effect and bound it to the grass additionally I had to make the hit box large enough so that the grass gets buried fully so it's clear that it's disappeared.
Get Sod & Steel
Sod & Steel
Guard the untouched grass! Battle waves of foes in a rogue-lite bullet hell with unique weapons and power-ups.
Status | Released |
Authors | Ctrl+Alt+Delinquents, AnthonyTartagliaFSU, Camodude120, Apollo1313, RamoHarper, BotoCollin |
Genre | Action |
Tags | Bullet Hell, Roguelite, Top-Down |
More posts
- Node Hell - Code for Nodes42 days ago
- New weapons on the horizon43 days ago
- Adding a Companion43 days ago
- Skill Lawn45 days ago
- Press On48 days ago
- 🌱 Devlog v0.0.3 – Clarity in the Chaos64 days ago
- V0.0.3 Spawn 'Til You Drop - Prototype Complete64 days ago
- v0.0.3 Settings... but at what cost?64 days ago
- Stop and smell the .... Particles? Updated Map too!65 days ago
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