Battle animations and player feedback is in! The things still missing are animations for spells, as well as their visual and sound effects. Click 'Read more' to read more about the animations and some of the choices I've made for the battles. Titling the BattleMost obvious from the get-go, the "title" at the start of battle. Lots of RPGs have a quick moment to let the player divert their attention to the battle. Fighting games also give the player a moment to steel themselves:
Player FeedbackMy experience in mobile gaming finally paid off. Each attack has different signifiers, or "floaters", based on the player's input. Succeeding at an attack can net you a "Good!" or a "Perfect!", succeeding at spells can get you a "Success!" while failing can get you a "Meh!" or even a "Failure..." The floaters have a little popping animation, as well as flying, bouncy particles. The screen also shakes at different velocities depending on the action:
AnimationsAnimations are finally in, and luckily animations are easy enough to import into Unity, if a bit tedious. The real effort on the code part was making characters move forward and backward whenever it's their turn, or when their turn ends.
The characters dash forward when it's their turn, and leap back when they're done. The leap in particular required me to redo the structure of the character objects, as well as how characters are spawned: the shadows underneath their feet had to stay on the same Y axis. Before, the shadows were children of the character object, meaning they would follow the character perfectly. So, when hopping back, the shadow would move up with them. Fixing that was a bit of a headache... Next week, I'll work on putting in the different spell animations, and hopefully doing lots of visual effects and sound effects. After that, I have a list of polish tasks I'd like to do, but I really want to get the game out to publishers as soon as I can.
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AboutThis is a development blog for my own game project, "Viola". Archives
February 2019
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