Stormfall
- 3 Devlogs
- 11 Total hours
A 2D metroidvania set in a fallen kingdom, built in Unity with C#.
A 2D metroidvania set in a fallen kingdom, built in Unity with C#.
Continued refining the stamina mechanics! I mostly finished hooking up the combat system to the stamina system. Attacking and blocking now deplete a set amount of stamina, and a successful, correctly timed block/parry restores a bunch of stamina. The stamina meter also now slowly refills over time, and refills much faster when near a save point. I also made the code and artwork for “stamina flowers” (still need to think of a cool name), which when broken will spawn a stamina orb that flies towards the player and refills a bunch of stamina when picked up. This involved pathfinding logic using trig functions that make the orb fly at the correct angle and velocity towards the player. I plan to use this pathfinding logic for future pickup items as well. Lastly, I added a particle effect that plays when the player’s stamina meter is full, and another effect that plays when it is close to empty. Overall the stamina system feels really polished now, and I feel like the combat is a lot better now with the added stamina mechanics!
Added a stamina mechanic! Attacking now requires stamina. When stamina is used up, it will slowly refill back to the maximum over time. In the future, I plan to make successfully parrying enemy attacks also refill some stamina. The hardest part of this was creating the visual stamina bar in the UI. I used a shader to offset the sprite’s UV depending on what percentage of stamina the player has remanining. The shader also applies a multiplier to the sprite color’s intensity to make the stamina meter glow more when it is closer to full.
First devlog on Stardance! You might remember this project from flavortown, and I’m going to keep working on it for stardance.
I’ve added a ton of stuff to the game in the last month, like 3 or 4 new player abilities, new animations, and polishing various things based on feedback I received.
The ~5 hours in this devlog were mostly me trying to set up a system where I can have 2 post processing profiles active at once, but affecting different layers. I used this to create an intense bloom effect that only renders on certain sprites, specifically the spark particles in combat. I finally got it working using render features and render graphs, and I’m super happy with the result.