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BattleJuice Alchemist
2 years ago

Hark, fellow peasants! Rejoice, for I, a humble developer, have penned a new missive chronicling the tale of my game's creation! So raise a goblet of thy finest BattleJuice and quench thy thirst for knowledge, for the article doth await thee!


Hey folks,

I can see the end of the tunnel regarding base-building implementation. As I already announced, it will be tied to some mysterious underused system. That system is the day-night cycle, which except for certain minor buffs has been mainly cosmetic so far. It has been overhauled visually and mechanically.

daynightzoomedin_5mb.gif

The world of BattleJuice Alchemist is always dark, even at daytime, so it was a challenge to make the days distinct from the nights without compromising the atmosphere I am going for. Beside brightness, I worked with shadows, colors, particle systems and Unreal's exponential height fog. And that new UI element ;). In the gif above, you might have spotted a splash animation at nightfall. I implemented these animations, which are visually based on our pop-up book style cutscenes, so the player can't miss daybreak or nightfall. Here is a top-down shot that shows both animations.

daynightanimations_5mb.gif

These new animated splash UIs made those for level-ups, demon-spawning and dying look underwhelming, so I overhauled these as well.

splashanimations_5mb.gif

And this wraps up today's devlog. Next time I'll show you how we bring together the new day-night cycle and the base-building system, so stay tuned for that!

Thanks for reading and enjoy your weekend!

Alain



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