Shaders & Pickable objects, Luigi
Last week I was working with Shader Forge. This week I’ve dropped it and decided we’re going to work with Amplify Shader Editor, which although is in current Beta stage, is continuously receiving updates and improvements.
I’ve spent the week getting used to it, although it’s quite similar to Shader Forge.
I’ve been adapting the previous shaders I had done in Shader Forge to Amplify Shader Editor.

We officially have now a sprite asset for ammo caches, as you can see! This ammo cache belongs to the PickableItem class I had done before, and I’ve been adapting the class so that it’s easier to add new items to it, included their materials and sprites, making everything more automatic.
I’ve also been working on our main screen, doing some shader tests on our main menu screen, learning how to work with masks and whatnot. There’s still a lot of work to do on it, so this is still a Work In Progress.

I’ve found a shader that will be really useful too, and which I’ll use on things as video-communication devices and such. I still have to tweak it a little bit, but it looks promising.

Finally, I’m currently working on making some objects destructible when you step on them and such. More on it the next week!
Lost work, Alberto
This week I was supposed to talk about the new weapons editor, but guess what: I lost all my progress for this week and I had to start again. It was all caused by some stupid merge that I did.
Fortunately Dropbox saves deleted files for 30 days, so I could recover part of what I’ve been doing…
I’ll start working on the weapons editor as soon as I finish redoing my work, so I guess that’s what my post will be about next week.
Animation & traps, Julio
I have been all the week working on the animation for different assets of the game:
Spitting worm trap
Spikes trap
Changes in the dead animation for The Balance (one of the playable characters)
Complete animations for a new flying enemy

Now that we have every trap animated, next week we should be able to implement them in the game with full functionality.
First Boss, Dani
I’ve been working hard on the art for the first boss of the game. It has to be perfect, so I’m going to invest much more time than with a normal enemy.
After a lot of sketches, I still have some doubts with the colour palette selection.

Meanwhile I’m drawing a final version of boss (without color), working on new particles for the mushrooms and, as usual, designing new weapons.

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