DevLog: ProjectAlpha - attack animations


Aaannnd we back. I feel like it's been quite a while from the last devlog, but actually it's just been 4 days. Progress is coming along, not very fast since now we've reached kind of a plateue where time is most spent refining and fixing what already is in the game, instead of placing more and new stuff in, so it doesn't really feels like progress is been way even though those are things that needs to be done.

News

So, we have some big new things that changed. First of all we finally decided on a tile set and we bought the entire pack so we can now play with all the tiles that we would like. In the next week expect a new biome with new cool unique features.

We are also trying various fonts since we already knew that the one we are using now is not the right onw for the game. And with the font we are also starting to think about the UI for the game, the style we are looking for and how we would like to accomplish it. We then added some UI elements (for now just simple text) to clarify more what is happening, in this case the defense turn of the player and the enemies.

The cool part

One big thing that we added is attack effects for both the player and the enemies, again, those are still placeholder since i'm sure that they will be revisited and improved. One nice part that i would like to share is the attack effect of the enemies: it creates an arch that travel from the enemie to the player kinda of like a catapult/missile.

To do that is actually easier than what it seems, this image explains it quite well:


As you can see instead of just going from point 0 to point 2 we are introducing point 1 and we are lerping point 0 to point 1 and point 1 to point 2, then in order to set the object position we ultimately lerp between the two lerped positions we calculated earlier between the three points. (this solution was originally suggested by TomTsaqk on StackExchange)

The final result can be seen in the following video:

And that is all folks, as always leave a comment for any reason.

cya next time

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