Progress Report: Hitstops, Screen shakes, Flashing Shaders , particles and vfx textures
This month i focused on implementing combat effects to add some juice to game combat system
That includes effects like:
1.Hitstop: Both the attacker and the target pause for a few milliseconds when dealing or receiving damage. This makes each strike feel more impactful.
2.Screen Shake: As shown in the preview, I currently set it to trigger when the enemy deals damage to you, but it can be applied anywhere in the game. It’s great for conveying a sense of weight to characters, strikes, and skills.
3.Flashing Shaders on Impact: This effect activates when a hurtbox collides with its target. The target glows in a customizable color for each hurtbox, making the response to a successful strike more noticeable.
4.Particles: In the preview, you can see particle effects triggered when a spell hits a target or a wall. These enhance the magical feel of each projectile.
5.VFX Textures: These are used to make hits more visually appealing.
All of these features work together to bring life to every strike and swing in the game. They can be easily applied to any enemy or object as needed and are designed to support future game content.
Whats next?
Now i'll start the work on the sound component for the game, the idea is the same as above, a component that can be used anywhere and i can trigger whenever i want:
There will be 2 components:
1.A component for game ost and envirioment sounds (Room noise)
2.And the other one for every other sound effect in the game
i'll use some placeholder sounds untill i manage to comission some sounds for the game
Also i got some Good News:
I'll start my vacation from my job at the start of october, i'll have more time to develop the game for a momment and i'll use this opportunity to work on the feature everyone wants to see: game nsfw scene system and its first animation
It will be a multi stage animation, my plan is to do it like this:
A grab attempt from the enemy
1.A QTE pose, if you pass it you can escape the enemy grab, but if it fails it will start the scene 1
2.A foreplay animation, my plan is to make it loop and also be able to finish, and some afterglow state
Grab move second phase, same as above, but with a different animation
The player can break free at any time. However, as the journey progresses and the player is hit by unusual effects or grabbed multiple times in succession, breaking free becomes more challenging. These NSFW states can also negatively affect the player's stats, sometimes requiring specific forms of relief to resolve the issue. In the distant future, players might use consumables to mitigate these effects
I’ve made a small change to the plans for the Capra Demon’s offensive dash move. I’ll merge it with her grab move to create a gap-closing ability, allowing her to close the distance without adding an extra move to her skill set.