More of a stress test this time -- sometimes I need to talk myself out of trying to optimize too early. This clip is practically the antithesis of video compression, so apologies for that!
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Sulfur-type homunculi have strong wills, sufficient to direct the everlasting alchemical energy of the Carmot used in their creation. They'll help you cast spells and fight!
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I tried doing a less cartoony effect. That parallax shader on the cracks are still a work in progress, but it works on this angle at least. I can show more details of that shader on other gifs later :)
#VFX#RealtimeVFX#MadeWithUnity#Unity3D#shaders
@ArnaudPlanche @ingare_rev I'm a big fan of multi-step crafting minigames. While we haven't seen what we're making or why, I'm interested in seeing how much your performance here will matter to the final items!
Not all homunculi are hostile little rage-orbs that want to cut you. Some are friendly lab helpers you create!
They're split in Salt, Sulfur, and Mercury type.
Mercury types are clever, and can manipulate items in the lab!
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The Crucible UI still needs graphics/animations to make it feel like a melt-and-cast process, but I'm excited to have the first lab 'machine' with a route back to rings. Soon, simple rods of Carmot-based material will be our first weapons!
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A little Carmot can sustain an Everburning Fire, which consumes items (and their stats) to grow in power. These new red chunks represent raw item potential: use them as fuel, or as the basis for crafting powerful gear!
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With combat improving and readiness for sudden bursts of income handled, it's back to the (actual, in-game) lab for some 'incremental' goodies (like a route to passive income) and to really flesh out the loot > breakdown > craft-up loop!
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@DSerpec Thanks very much!
I'll definitely include lines that won't rely on any sort of outside understanding -- though there'll probably always be a lean toward the light-hearted or humorous, especially with these angry critters.