Let the monsters become death.... or just die!
I noticed that the monsters just disappear and don't die. I fixed that, since I created a death animation for the new character I called Hanker, based on the German word Henker. Instead of removing the game object directly, I created an event within the animation that starts the RemoveMob function, which destroys it. I just found out you can just put the events within the fbx files in the inspector for each of the embedded animation clips.
The interface is also way too bloated that removing the frames and replacing that by icons was the better choice. Even with the backgrounds of the health bars etc. the screen looks much lighter.
There is also a new wand to replace the big staff which is for now way too big and I want to go for a much more skinnier look for the shapes of the game.
The lighting of the environment also required more love because the material light shapes I use to light the scene had to be set more transparent so they don't block the light of the other light sources. Because setting these to just shadow only doesn't stop them from blocking the lights. But by assigning a material that has a half transparent color value the mesh just throws the right amount of light. If the material is fully transparent, the mesh stops emitting light though.
HÄX
A synthwave horror boomer shooter
Status | In development |
Author | meierdesigns |
Genre | Adventure, Action |
Tags | 3D, Dark, Doom, FPS, fps-platformer, Godot, Horror, Medieval, meierdesigns |
Languages | German, English |
More posts
- I can defeat them all!Oct 27, 2023
- First steps in GodotSep 26, 2023
- Quitting Unity cause of Pay-per-installSep 14, 2023
- It's been some timeSep 04, 2023
- Staff implemented, new map, doors, AI movementAug 18, 2020
- New staff and some fixesJul 23, 2020
- Real World EnvironmentJun 26, 2020
- Interface and added functions have been integratedJun 03, 2020
- New UI and better functionalityMay 30, 2020
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