February 5th Update (Patreon)
Content
Because there is so much going on, Meridiana's controls are actualy split into a few different classes. Her targetting system, and spell casting systems, for example, are completely seperate from the main class that controls her general movement. On top of that, the climbing system she uses is a seperate component.
This all makes it much easier to edit things, or make broad changes. It also makes complile times much faster when I do make a change. The problem is making sure all these classes are on the same page and know what's going on, and when, with out getting them referencing each other left and right.
So this week I spent a large amount of time making sure all the other classes knew when they could and couldn't do their thing, and fixing bugs that would have them all going off at the same time. This keeps Meridiana from accidently climbing a wall when she attacks close to one, or trying to cast a spell while while climbing.
I also found some wonderful environmental assets over the holidays that was on sale. I was hoping it would mesh well with my characters, as it would save me a lot of time.
I finally got a chance to do a couple tests, and it doesn't look like it will work.
Besides Meridiana appearing blue, the environmental stuff is just a little too cartoony. I'm okay with some of the forest stuff(not the trees).
So it looks like I need to keep making my own assets!
I also started putting together a combo attack, and have an animation where she jumos forward and causes a magic flash in place.
I've included a little root motion in the animation, so that she moves forward as you use the combo.
However, once I implemented it, I realized I was thinking a little too much as an animator and not enough as a designer, as the animation is super slow and over animated.
I think I need to go back and make some very quick simple animations for this attack, so that it can be used as intended.
While I want some of the magic spells to be slow to cast, the point of these attacks is that they are quick, and while they may not do a lot of damage, they give you the room you need to do more powerful attacks.
I did also start to build a system for thrown objects to injure enemies. I've started with the barrels, and they can spread fire, knock things back when they hit them, and cause damage now.
I'll still need to make them break on impact, but that's to come down the line!
That's pretty much it for this week!
As always I'd lvoe to hear any comments/suggestions or concerns!