{"id":59,"date":"2009-11-12T01:58:10","date_gmt":"2009-11-12T09:58:10","guid":{"rendered":"http:\/\/legendofeuterra.com\/devblog\/?p=59"},"modified":"2009-11-12T01:58:10","modified_gmt":"2009-11-12T09:58:10","slug":"behind-the-scenes","status":"publish","type":"post","link":"https:\/\/www.shadowdawngenesis.com\/devblog\/?p=59","title":{"rendered":"Behind the Scenes"},"content":{"rendered":"<figure id=\"attachment_60\" aria-describedby=\"caption-attachment-60\" style=\"width: 545px\" class=\"wp-caption aligncenter\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-60  \" title=\"Night Time\" src=\"http:\/\/legendofeuterra.com\/devblog\/wp-content\/uploads\/2009\/11\/screenshot8.jpg\" alt=\"Night Time\" width=\"545\" height=\"318\" srcset=\"https:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2009\/11\/screenshot8.jpg 1296w, https:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2009\/11\/screenshot8-300x175.jpg 300w, https:\/\/www.shadowdawngenesis.com\/devblog\/wp-content\/upLoads\/2009\/11\/screenshot8-1024x597.jpg 1024w\" sizes=\"auto, (max-width: 545px) 100vw, 545px\" \/><figcaption id=\"caption-attachment-60\" class=\"wp-caption-text\">Night Time<\/figcaption><\/figure>\n<p>I&#8217;ve been fine-tuning the combat, since I am trying to avoid a mindless hack and slash.\u00a0 The kittris, though test monsters, are still using fundamental attacks that other monsters later can borrow, and I found them incredibly hard to predict&#8230; part of that is because I haven&#8217;t drawn the animation frames that signal what they are about to do.\u00a0 But they did move a bit too fast, especially when I implemented the next ability in Arashi&#8217;s arsenal: defense.<\/p>\n<p>Arashi has the ability to either simply just block attacks and take reduced damage (she is allowed to move at a reduced rate while defending), or the player can try to time pressing the initial defense button the moment an enemy lands an attack.\u00a0 If within the &#8220;parry&#8221; window, if the enemy&#8217;s attack connects, it will do no damage at all as long as it is a physical attack.\u00a0 Furthermore, parrying an attack will not only stun the enemy in place for a good block of time, it will enable Arashi a counter attack window that does even more damage than a running slash.\u00a0 One of the early bosses is weak to this particular strategy, since I want to teach the player how to use it effectively to handle the harder levels later.<\/p>\n<p>I guess I want the combat to be more about options, since I want to reward the main possible playstyles, cautious and strategic, or aggressive and swift.<\/p>\n<p>Also notice in this screenshot, I added a fog layer as the first &#8220;weather&#8221; effect.\u00a0 And I am working on a good time of day routine&#8230; this is important since the first stage occurs at night.\u00a0 Fog is a very useful effect for ambience, but I want to add rain, and possibly cloud shadows for higher level weather (I think the camera is too low to have a believable cloud layer overhead).<\/p>\n<p>I&#8217;m getting to the point where I&#8217;m running out of things to program without going forward with the level design, once I copy over the &#8220;usecode&#8221; source, the next thing I need to do is make a handler for multiple sound effects playing at once (right now, the only sound effect I have is the BGM and a sword swing).\u00a0 After that I see no reason I can&#8217;t design the first level&#8230; minus cutscenes and npcs.\u00a0 I&#8217;ll get to that.<\/p>\n<div name=\"googleone_share_1\" style=\"position:relative;z-index:5;float: right; margin-left: 10px;\"><g:plusone size=\"tall\" count=\"1\" href=\"https:\/\/www.shadowdawngenesis.com\/devblog\/?p=59\"><\/g:plusone><\/div>","protected":false},"excerpt":{"rendered":"<p>I&#8217;ve been fine-tuning the combat, since I am trying to avoid a mindless hack and slash.\u00a0 The kittris, though test monsters, are still using fundamental<a class=\"moretag\" href=\"https:\/\/www.shadowdawngenesis.com\/devblog\/?p=59\"> [&#8230;]<\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3],"tags":[21,25,10,32,29,7,13,24,14,309,20,4,35,15],"class_list":["post-59","post","type-post","status-publish","format-standard","hentry","category-game-development","tag-action","tag-arashi","tag-art","tag-artificial-intelligence","tag-collision","tag-development","tag-jrpg","tag-legend-of-euterra","tag-music","tag-rpg","tag-samurai","tag-shadowdawn","tag-weather","tag-xbox-360"],"_links":{"self":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/59","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=59"}],"version-history":[{"count":0,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=\/wp\/v2\/posts\/59\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=59"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=59"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.shadowdawngenesis.com\/devblog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=59"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}