the saving update
Whoa. Game saves after every turn, now. Feel free to refresh the page to try it out or to try to get the good environment you're looking for.
speaking of refreshing, check'em out these refreshing new graphics fx
Yeah. That's right. You're seeing that right.
We got (a) vine plants (b) water pools (c) cracked tiles and last but not least (d) upgraded rubble sprites, (ayy
CODIN NOTES:
For the vine plants & cracked tiles i used some deterministic noise based on fractional part of high amplitude sine waves. standard trick, or so i've been told, but i'm pleased to find a chance to apply it. (first, i thought it was absolute value of high frequency sine waves, but that doesn't work. too many vines at the entrance, not enough elsewhere)
water pools (which DON't DO ANIYTHING yet, but maybe they WILL SOON) are rendered in the same way as walls. i break each tile into four corners & render the correct subtile based on whether the three adjacent tiles (adjacent to the corner) are occupied. the code to do this is naughty wild repetitious, but not so bad really.
This way i only have to draw thirteen sub-tiles (good, lazy) & i can get that lovely lyrical line border on the walls & on the ponds.
WHAT'S NEXT:
Files
Glumgraymore's Treasure
Tactical deck-building
Status | In development |
Author | ransuolvekin |
Genre | Card Game, Puzzle, Role Playing |
Tags | Deck Building, Dungeon Crawler, immune-to-arrow-traps, Pixel Art, Singleplayer, spider-mage, Tactical RPG, Tentacles |
More posts
- CAPS LIGHTING FXDec 28, 2020
- LEFT_BOARD_OFFSETDec 25, 2020
- and i'm reeeee... ree-rolling :music-notes:Dec 15, 2020
- felt DARK MODE might delete laterDec 14, 2020
- ghost paceDec 13, 2020
- balance shmalanceDec 13, 2020
- Bomb's AwayDec 09, 2020
- fug bixesDec 08, 2020
- Action WakeDec 07, 2020
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