Shaders, Luigi
Yay! I got started experimenting with Shader Forge!
Due to my limited knowledge of shaders it’s been a hard work, but I believe I’m progressing quite nice.
So far I’ve created a shader for the pickable weapon chests as well as several other learning examples.

I’ve yet to figure out how to add delays between cycles, doh!
Enemy Editor, Alberto
Last week I talked about how I changed the enemy’s code design. I’ve continued with this and made a simple enemy editor inside Unity so we can easily modify data like hit points or the enemy’s name.
Here is a screenshot:

New enemies, Dani
I’ve returned to the desing of new enemies for the Fungi Ruins after the finishing touches of the traps, the spitter and de fungi spikes.

We needed a new enemy which could fly and attack in melee style, So, like always, after the sketches and the color test, this little gross bug, is the new flying breeder.

Also keeping on with the weapons and some additions to the environment.
Traps implementation, Julio
This week I’ve been working on some rooms and prefabs for the Fungi Ruins world. Now I can quickly create rooms saving time and resources.
I have also implemented the first trap prefab (a statue which shoots a bullet every second… very simple), mixing Dani’s art with Alberto’s scripts and adding the other components.
The traps will be an important component in the gameplay of Sons of the Void, so next week I will try to implement another one before continuing with the level design.

0 comments