Post feature RSS DevLog: Preview on Dashing and Visual Changes

In this devlog I'm giving a little sneak peak on what is coming with the next patch, including a dashing mechanic.

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Hey everyone,

I'm glad you found your way to this corner of the internet to get a little sneak peak on what is coming with the next patch of the BattleJuice Alchemist alpha playtest.

For quite some time, enemies have been able to cut off your path by sprinting ahead of you. Now you can do the same by using your brand new dash move.

DashingPorcupines 3MB

This might not seem too big of a deal, but it actually is one of the bigger changes in player mobility in a while. The dash move was not easy to figure out and might need some more testing. But I am already very happy with how it turned out. I had to decide how to tie it into resource management and level progression as well as the control schemes. I ended up with the default being right clicking or pressing the Juicify key.

As always there have been multiple minor changes and bug fixes, but there is one visual change that I would like to quickly show you. I changed the visual effect that determines how objects that occlude the vision onto your character are presented.

EnterFarm 3MB

In the gif above you see how the camera behaves when you approach a building: it tilts to a steeper angle to make navigation easier. Also, note how when you enter the ground floor of the building, the second and third are not visible and when you move up to the second floor it becomes visible and only the third floor stays invisible. But that does not do us any good when we are not inside the building. That's why I added this circular cut-out effect, which I find pretty neat:

OcclusionVisibility 3MB

Let me know what you think and I hope you are looking forward to the next patch so you can dash around to your heart's content.

Thank you for sticking with me and have a great weekend!

Alain

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