Monday, September 27, 2021

"There will be improved rain effects..."

Having trees moving with the wind while dripping water seems to be a nice touch. However, the challenges behind it were considerable; not because those effects were difficult to implement but because they added a heavy performance hit. Luckily, I found a way to mitigate part of the problem making them somewhat bearable.

Regardless, these effects still penalize performance considerably. Having that many particle systems still take its toll. I have no choice but to have them optional through the settings menu, so that slower computers can maintain a decent animation rate.


Stay safe!

Sunday, September 19, 2021

"There will be rain..."

Having gathered knowledge on how to use particles, I decided to have a go with them to create a rain effect. And oh boy, did I like the results. :)


The rain will be part of one of the many weather effects Archrebel will feature. Units that are subjected to rain, will have their maximum sight range reduced and their aiming compromised.

Stay safe!

Friday, September 17, 2021

Unit Memory

Archrebel now features position memory for enemy units. This means that the enemys' last known positions will be marked through a ghost sprite. If they then secretly realocate during their turn, their ghosts will disappear as the player revisits their last positions.


Thursday, September 16, 2021

Water Feedback

Just a quick video of a soldier interacting with water. This was also a fine excuse to finally get into learning to use Unity's particles system. I can say that I'm currently somewhat competent with it.


Going back to work. Stay safe!

Saturday, September 11, 2021

UI and GFX improvement.

Hello everyone. These last 2 weeks have been tremendously productive. Some of the GFX has been upgraded to 2bit, providing now some additional layer for depth which I grew very fond of. So, This is where I'm heading with the game's art style. The new rocks are not finished as I'm still experimenting with them but they are close to what I intend to accomplish.

The UI is being developed and the image represents the undergoing implementation of it. The current information displayed is the character's information, available through the 'CHAR' button. Here, you will access all information regarding main attributes, secondary attributes, skills, and armor. Some armors are powered and can emit a protective energy shield. Also noticed that the background is now officially black instead of dark gray.


Most of the upcoming development will focus on the UI's development. I'll keep you guys posted as new UI parts are put into the game.

Stay safe!