Weekly Content Blog #38: New stuff!

Weekly Content Blog #38: New stuff!

Has it really been five weeks since my last blog post? Time is flying by! Like my last post, I am going to cover some of the changes we’ve done over the past five weeks. Most of the commits to our repository have been simple bug fixes with not a whole lot of tweaks, but there have been a few visual adjustments I’ll share.

Night lighting adjustment
mwoods27night-new
Tim did some changes to our night-time lighting. We wanted a more ‘magical’ feel in our night scenes, instead of an all black environment. This change makes the sprite animations during a night scene easier to see, and makes the environment itself feel more alive with the added color.

Post-processing effect enhancements
filmgrainscanlinesghost-distortion
(Note: Some of the thumbnails are GIFs! Click to view) Before the update, our post-processing effect capability was basically motion blurs. However, we need the ability to do some more intensive layer blending for a few scenes. So we updated our post-processing effect system to handle more screen blending modes and to also apply some real-time filters to a frame for some extra polish.

Airship implemented
airship
Josh hammered out our airship functionality. We don’t have an Airship sprite created yet, so we’re using an enlarged Curtis sprite as our airship. Hey, if we lack the time to do a proper sprite, we’ll just create some elaborate story and give Curtis the power to fly. Stranger things have happened in old skool jRPGs.

New Select Icon + Animations
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We have some awesome new battle attack animations, mostly for enemy abilities.

New areas!
new-area-1new-area2new-area3new-area4

With Luke’s latest maps, there is only one more major dungeon to map out. Every other level is fully mapped with puzzles and other gameplay elements linked up. There is still some polish work that needs done on some of these maps, but they all look solid even without the polish layer!

That’s all for this week! See you soon~

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