Loading...
68
1 year ago

WIP Final

Sand storm and heat system... with battle included (Test).

Extra in article (With images):


So after the first test... I immediately started correcting some things and adding others.

Cooldown between storm and heat:

Because I use events to activate the storm, a few seconds of grace is necessary to avoid the rapid change between the two states... just a small cooldown for both.

captura2.png

There is simply a common event that is activated with a switch (This common event in parallel), when the value is less than 15 this event adds +1 to a variable that you then have at least 65 frames (X), to then check if it is in 15 or not, this means that there is at least 15 seconds that the weather event cannot change, that is, there is a blockage between sandstorm and heat.

When it reaches 15, it resets to 0 and the cooldown is deactivated, allowing the climate effect to change.

Weather battle:

captura3.png

In the event that one of both climates is activated (With the corresponding switch), the start of the battle will call a common event (In this example the sandstorm).

captura1.png

In this case, a count starts between 1 and 10 (The variable starts at 0), depending on the chosen one, in all cases the opacity decreases by the same value, but the movement of the sand fog can vary, based on X coordinates. , AND.

The decrease in opacity in battle is for the player's vision, with less opacity making it much better to see the battle and enjoy it... greater is only required on the map, since it is there to hinder the view.

By the way, after the variation, a switch is activated for a next event.

captura4.png

When the battle ends, and with a switch turned on, it causes a parallel event on the map to restore the fog to its base form, this so that the sandstorm returns to normal.

And that would be all, thank you very much for your attention, if you looked at this... maybe it will help someone, who knows.



4 comments

Loading...

Next up

Among things that I left pending... now when a character receives an X status (), their image can change to represent the status.

Not all states change the image, it is mostly negative states that will change the image the most.

I think it was very obvious() that there would be pyramids in the same desert... the only thing to keep in mind is that I will focus more on the puzzles as something specific to this region, I think that would be good... I need to test some things...

In the city of Yeslan there are many street merchants... too many to be honest, each one specializes in selling something interesting, but most importantly... they accept haggling.

Inayah - Life After Gods is OUT NOW on Steam!

Celebrate the game's release by completing our quests!

You can play the demo or get the full game at https://bit.ly/steaminayah

New Banner on profile.

I had that artistic spark, and while I was freezing in my room... I created this work of art... XD.

With this I confirm a new region, and also... it seems that there will be a new member... Nani?

Great news! 📢 @Aya_Games has joined Game Jolt!

They're the indie studio behind the haunting & atmospheric horror platformer Ayasa: Shadows of Silence.

Follow the development of Ayasa: Shadows of Silence at https://bit.ly/AYASAGAME

Yesterday I implemented this... Quicksand.

It was something that I had yet to implement, and I finally have it, this will allow new things to be done in the areas .

Starting the desert region, in this image the border of this new place .

There will be many things that I have planned, unearthing treasures, states due to weather effects, sand storms, new enemies, more dungeons... and a new companion .

@MewMarissa is a Jolter to Watch and and a game developer who takes pride in attention to detail and producing quality work! Follow @MewMarissa before the quest ends on April 8 and you'll get Coins!

WIP 1

Sandstorm system testing (Also heat),

Extra in article: