Greetings, fellow crypters! Last week, Ian provided us with the first experimental version of the fireball spell, so I made some tweaks to get faster movements, and also included gamepad support for it. The final result revealed a mechanics that we currently don’t intend to include with the fireball spell, but I still decided to record it before removing it, so we can study how to take advantage of that for other spells. Check it out on the video below!
Hello guys! This is Claudio writing. It’s been a while since I joined the project, so I decided to take the initiative and write something about our recent progress. In the past month, our designers spent quite some time conjuring up a large amount of collectible items: Potions, armors, swords, staffs and bows. As a result, I spent the last week making adjustments so that weapons and shields could be changed as the player picked new items.
As we animate our characters with Spine, the major challenge was to change the texture attached to an item slot while keeping a relative position to the player that doesn’t break the dynamics of the item. For instance, the handle of a sword must always match the character’s hand regardless of the size of the sword texture.
Another subtle, yet meaningful improvement made last week was the automatic generation of shadows for animated sprites. This is essentially a Gaussian convolution of the original sprite, which is made offline, avoiding the consumption of processing power from the player. An example can be seen under the arrow in the figure below:
Although we can also change the skin of swords, its mechanics is still not completed. Also, we have finished the initial version of the fireball spell, which we’ll be talking about in detail soon.