Blood Nocturne - Post Mortem

avatar
(Edited)

▶️ Watch on 3Speak


POST MORTEM

Back to life. After the jam has ended and having talked with other Jam partecipants I kept going as I wasn't satisfied with the final game mode being an arena fighter with no story flashed out.
Starting from the asset from the jam I started laying down what events brought the Bloodseeker sword to life and how the player is brought on the stage as swordman shade, that has been the biggest complaint from reviewers as the game didn't pan out it's intentions properly and I would love so to work on this.

cdsdvg.png
Directions

In the video you can see the starting location and me trying out the potential of the slope collision engine I had in place but not used in the jam due to the often glitchy nature of the collisions, now I with new settings for the collision check and shape it works much better other then getting a bit stuck on steep surfaces(but that may very well be a kinda realistic solution as it dosen't get the game to do strange things like teleporting the player to the next wall in front of the slope anymore, just some quicksand effect easy to get out by changing direction or jumping). The next mayor problem with this is that I have to make the creatures adopt the same collisions as the player as they were all made with flat surfaces in mind.

Updates

For now I added a second attack to the main combo and I really like how it improved the feel of the game as well as the addiction of the sound of footsteps while walking. I want to focus on this atmospheric effects and feel to make the game more palpable other then focusing on structures and mechanics.

Here's how the second attack works with the first attack triggering the variable twoattack from false to true and having the same checks(attackKey, dir(as in direction the player is facing) and a delay to make the attack work every few second in second delay variable.
While the attack is going the twoattack variable is set back to false and seconddelay to 80 so that the next attack is gonna cycle back to the first animation.

affqf.png

Added controller support but for some reason it works all fine other then the plunging attack that is giving me headaches because it dosen't work properly but the mechaincs haven't changed only the input methods got swapped and still works fine on keyboard 😵

sdcz.png

The game is still up on itch.io and soon on Gamejolt too to be played in the Jam form with some small patch and is gonna be for a while because it's gonna be a not so small project and the time to work on it is minimal on this crazy november days!

https://moonkey-lab.itch.io/blood-nocturne

Hope y'all fine and well and hear you soon Devvers!


▶️ 3Speak



0
0
0.000
3 comments
avatar

Nice changes and progress!

About the gamepad, perhaps the gamepad sends multiple inputs that breaks the attack pattern?

0
0
0.000
avatar

hmm it may be the case but I had not thought about that because the normal ground and jumping attacks work properly, just the plunging do funny stuff. Maybe the dpad send different input not like the the other face button!

0
0
0.000