So i have at last managed to learn to respect physics to those demonic sprites.
Now i can send those demons to bottom of hell.
And it works pretty well here is how it looks.

So i have at last managed to learn to respect physics to those demonic sprites.
Now i can send those demons to bottom of hell.
And it works pretty well here is how it looks.
Battle chaos I have added factions banners to identify characters affiliation. I have also taught them to make some basic movements including wall climbing. Next step I will add pathfinding so they could start making more advanced maneuvers.
Shadow dweller Pigmey
Pointless battle I have put spell casting animations inside game engine I still have to work out damage system but this his how it looks now: I will have to also find a way to differentiate characters fraction.
Map generation Perlin noise composited with some gradients and rotating generation space creates this:
Validating objects position I have added UI elements for dragging and placing objects on map. While dragging each objects checks if it has valid ground to stand on enough free place and valid background in case of for example windows.
Spell casting 101 I have started to work on battle system so I have created my first spell casting animations for creatures.
I had concept for catching units by hand that shaters reality and pulls units into pocket dimmension.
Burn those veggies! Now lava interacts with some less durable vegetation and destroys it on collision.
Spell casting 102 So I have added spell particle collision detection and I have also added more spell variety. And in process of that it didn’t lose too much performance. Fire bolt Fire rain: Nova: Energy ray: Dark flame:
Parallax secrets
0 comments