added to wait for a stable framerate after switching music before allowing launch also does this when switching to boss music - should fix instant finishes, let me know if it doesn't -
added a reset to screen shake for landing stage so when you have the power up it doesn't just shake all off the landing
I hope you had a great start into the new year! After a few days off, I committed myself to some interesting problems that came up while working on the new base building system, which I'd like to share with you.
BattleJuice Alchemist is mainly played in top-down view, so it is more difficult to deal with buildings, especially multistory ones than let's say in an FPS game. Our game has to set elements invisible in a clever way, here is how we handle it:
Now that base building comes into play, I did not want a floor/story based system, but one that provides more freedom for players who want to create things like this:
The solution is quite simple: blocks that are at a certain height above the player and obstructing vision on the player are turned transparent. But there is another problem to tackle that is related to movement. The common way to move in BattleJuice Alchemist is "mouse click to move", no problem here. But you can also move with direct input keys such as WASD. All movement takes place on a navigation mesh, which can pose a problem.
So with the possibility for all kind of weird structures that players can come up with, we can't simply move right, when the player presses the key for moving right. I came up with a solution that takes into consideration the angle between the player's current and target location, but also the ratio between linear distance and navigation path length. When pressing right, it is desirable that your character automatically navigates around a pillar instead of bumping into it and stopping, but you would not want the character to walk the way as shown in the right image above.
I hope this small peek into the everyday challenges of development was interesting to you. I'm always open to suggestions of which direction to take with this devlog. If you have ideas or suggestions, you can message me on our Discord.
Have you ever played Outcore, finished the nightmare flashback that ends with the main menu showing up, and then quit the game because you thought that was the end? Well, this patch is for you:
At the end of the nightmare flashback - pressing "exit" will now cause a group of clowns to break into your house, beat your ass, spread weird rumors about you among your friends, and continue the game into the next story chapter because you didn't finish the game.
Makina-chan is a date-sim character, so when I see a piece of bread, I can't help but eat it! When she is eating the bread, she will nullify the attack only once!
- System of influence of Equipment Cards by Attributes Implemented. Several Equipment Cards are now influenced. - Overhauled Jump Turn Generator: Max number of turns is now 7 and THREE turns is now possible (previously never rolled). - Destiny System (samsara) now gives preference to events with Magnitude greater than 3. - New jump transition! :D - Relative Corner Tavern implemented: There are three events focused on Search cards, initially. - It is now possible to earn broken Wanted Equips. - Income tax events. - New Intro Events! - Fixed bugs in function to win Search cards (in events). - New tutorial slides, inserted based on test feedback. - Improvements and changes in the Tutorial texts. - Fixed some bugs related to the Mouse on the grid inside the tutorial. - Manual is now accessible at the end of the Tutorial and in the Persona Creation Screen. - Introduction Message in Character creation. - Attributes Screen now informs what each one means when hovering the Mouse over it. - Manual now remembers the page it was on. - Various other minor improvements.