
Because animation on Shadowdawn Genesis is going so slow (comparitively) and I managed to complete the essential animations for Arashi, I figured now is as good of a time as any to take a break from it and work on the actual game. Mainly I needed to be sure I had all the features I want programmed and have been adjusting and/or adding them as needed from what I had before. There were a few fixes to be done and still to be done (my project for today is implement the skill levelling system after being satisfied with the game “as is”). I have been adjusting the map graphics for color, saturation, and overall look as well and adding more of them so I can finally get this first level done.
Also I needed to reprogram the level editor, to accomodate one of the new engine features you’ll see here in this screenshot: water. I realize it’s not the best effect, and maybe for another game I can do better, but it’s decent enough and I shouldn’t spend too much more time on it with so much else to do. But essentially I programmed a second “layer” of map tiles especially for water, which overlays on top of anything below. This gives me the ability to design flooded areas, if a later level needs it, without having to draw the regular architectures AND a flooded version of the architecture.
Unfortunately due to time constraints I won’t be able to program or draw a swimming skill for Arashi, at least not with my current work load.
Later tonight I hope to have my final particle effect engine done to handle fires (among many other things).