Hello! As mentioned in the last post, I'll be posting monthly updates on game progress going forward until the release date. Here's a summary of what I've been working on during the month of February:
New area! (Codename - Area Q)
This area serves as more of a lair for the new boss. Currently, it contains a few pretty difficult enemies and a few time control puzzles. It will be revamped (graphically and mechanically) later on, but the framework is there.New boss! (Codename - Boss L)
I'm actually happy with how this one turned out! This boss has several phases, and has fluid enough animations to where it doesn't need much graphical revamp. This is a major pivotal boss in the game, so it will be quite a challenging one.
Animation Engine Overhaul
In order to support simple things like idle animations (this needed a rework bad), I've added an animation controller component, that behaves similarly to the Unity Animator (except that it integrates with the pause time mechanic), in that states can be sent to it, and corresponding animations can be played. This now allows me to put in things like idle animations, and transition animation frames! (Finally)New animations - Chrona, Enemy 1 + 2 in mirrored palace, several NPCs
Along with the new animation engine, I've animated a few characters to use it. Every character will use it in the future!
Mirrored Palace - Completion!
I've went through the entirety of the level and have polished it to the point of completion! Sprites are now large enough to fit the consistent resolution of the game. Some of the level design has been tweaked as well. Finally, all the pixels are the same size!
Thank you for reading! My goal is to continue on the same development trajectory month over month. Stay tuned, more to come in March!
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