Last week recap in screenshots

I’ve been recently stepping up how and how much I communicate, starting by creating video, and I’m now trying to increase a bit the news on Twitter, on what I work, and when possible, with a small screenshot. That’s what happened especially last week, since I was working on graphical improvements. And here comes the recap of all of these screenshots:

I started the week by improving the combat system, not only gameplay wise, but also by adding some polish to it with better skill chaining and a somewhat basic but very efficient special effect : the weapon trail. Thank to it the combat looks a lot more dynamic than before.

Vertical weapon trail
Vertical weapon trail on a rotating attack.
Horizontal weapon trail
And another rotating attack with a trail, this time horizontal.

Last week was also a good time to improve a bit the environment, with the sunny (and hot) weather that matched well the development done, which started by adding both water and swimming:

Like it was masterfully said on Twitter: “blub blub blub”

And also, clouds! And a sky! Giving a nice aspect to clouds when using voxels is really hard. Considering what I ended up with, I’m very, very satisfied:

Sky and voxel clouds
Oh, the blue blue sky!

The next step was to add more travelling methods, which included this “balloon”, that does not really fly, but soften your fall a lot. You can’t go higher, but can glide quite far away:

Flying balloon machine
The sky shall be mine!

Considering how I quickly came to hate swimming in water (which divides the speed by two), I’ve added a non-planned feature in the form of sailing. It restores a normal move speed, but to sail, you’ll obviously need to get a boat:

Metaworld sailing
Quietly sailing.

And last, but not least, I’ve also added a new mob, mostly to renew a bit the game for me, but the result is quite interesting, especially the weird skill cast animation of the thing (you’ll see that in the next video for sure!):

Metaworld Moai
Moai inspired mob, hits like crazy, but it has long cast times.

See you next time!

Screenshot saturday #7 and map editor video

New screenshot based on what I’ve worked the most these days: improving the environment. To do this, the map editor has been upgraded (check the video below to see it in action), the biomes has been slightly reworked, a sea level has been added and both a vertical fog and an horizontal fog has been implemented. Nothing ultra fancy but the rendering is quite better, and it now allows to find some interesting sceneries that I’m not necessarily aware to create when editing the map from above. For example, this scenery :

Moutain view
Newly added water and far distance fog on a small moutain equals to a somewhat nice view.

And here the video showing the map editor. Quick and efficient with the procedurally generated biomes transforming a plain heightmap into green hills, rocky mountains, or sea shores: