Game
Hell Tower
9 years ago

Litle update


Someone has made me realize that i dint post for couple of weeks that is because i am mostly codding (nothing interesting to see a lot of refactoring and engine work that have no visual effects) and learning how to compose better music example work in progress here . Also I am getting some contract work that reduce my time even more.

{% soundcloud 296168470 cc0000 %}



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Shadow dweller Pigmey

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.

Parallax secrets

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.

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.

Spell casting 101 I have started to work on battle system so I have created my first spell casting animations for creatures.

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:

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.