@legojake123 Oh it's still going on, although a bit slowly. I've just been completely put off by social media, also working on a big rework regarding item modification and design.
Tried to bump up the saturation in this screenshot by 5%, the colors actually look much more accurate now, since twitter does some weird compression to your pixel art.
@Flopsker I think it might be a bit too late to change the way my weapon workbench works😅 But on the other hand this does look really flashy and polished.
1. I'm really happy with how the collision detection grid came out.
2. Wanted to keep the UI minimal, so it's currently not showing names of the needed resources. I was thinking it might be possible to make them show up when you hold down a certain button.
Additionally I also rewrote all of the animation code, you get way better fps now, but it still produces some new visual bugs (mainly characters sliding on the ground, when their walking/running animation should be playing instead)
All NPCs and animals now belong to their own factions, which have relations with each other (had to basically rewrite all the code related to targeting, attack sequences, spotting and the noise system).
There's also a basic player reputation system in place.
Was really hoping that animal sprites could work with just two directions. Turns out they do in fact look really goofy if they don't have up/down facing sprites. #gamedev
@Fox_Centurion Hey now, you can't just go around shooting people in the groin! Anyways, currently each body part takes different amounts of damage, so body armors only protect the torso etc.
Mockup of a revamped scorpion. Old one didn't really stand out from the background and I think I was way too focused on making everything look "realistic". Think the new one looks way better, but might be wrong. Any thoughts?
#pixelart#gamedev#screenshotsaturday#indiedev