Yeah, screen flashes are something we have the tech for (now), but I haven’t put to sufficient use; in frogatto as well.
Anyways, a loose plan for the upcoming release, which I want to do in a couple of days:
- no new levels, or expansions of current levels, besides the house having an interior (which is already done and connected; we have inside<->outside doors, and they work).
- maybe fix our zordering thing to respect midpoint if that’s easy enough - something unrelated had me scrounging through the code, and I think it’s based on the midpoint of the solidity rect already, which would be basically perfect. This would fix most of the current overlap bugs; essentially the only missing piece would be adding support for cliffs and such whose upper sections overlap the player.
- finish off flagstones/walking paths
- finish off stone fences
- add light-streams to windows (no fancy orange glow yet)
- add several new miscellaneous interior bits of decor (plates, books, cutlery, you name it).
Looking ahead:
- my immediate goal after this is to start work on the actual *@&!# combat system, and get some actual *@&!# gameplay working. I’ll recite the mantra right here that I need to be a big boy and force myself to not care about having programmer-art placeholders for the monsters right now. It’s how actual games get done. I’m kinda procrastinating on this by doing art; I need to stop, and address this.
Longer-term things I’ll sink background work into:
(the first section being things I need more of, but of which the current ones don’t need revision)
- I need more interior props (consider: libraries, markets, butchers, apothecaries, general stores, smithies, and general agricultural/toolshop type stuff).
- I’m good with exterior foliage, but need more exterior man-made props (crates, benches, wells, etc).
- I need to finish animating the exterior ground plants. This will be lightly time-costly (two evenings if I focus), but should be easy.
- I need more house parts. I think I’m really getting the hang of this.
- I need to design monsters. I’m not very practiced at this. Once designed, though, animating creatures should be a buttload easier than humans, because we’re really not nearly as particular about their body language.
Longer-term things I need to spend time revising/fixing:
- I need to clean up the tree foliage so it’s less noisy (some of the leaves on the bright branches could stand to be more individually readable). Very time-costly, but relatively easy.
- I need to go over the player’s walk cycle another time or two, to iron out any motion issues before I commit to actually rendering it as the real sprites. I’m not satisfied with the current motion; however, I’m also really a newbie at walk animations, so there’s going to be a substantial amount of floundering here. This may go on for quite a while, and I may practice animating several other player/monster models before I render the main character’s. I don’t want to waste time on rendering and then have to redo it later (like wesnoth).
- I’d like to re-attempt water. Many things about the current water are fine; the shape of the earth banks, the rippling of the water at the edge. But what I’d really like to do is figure out some provision for partly transparent water which lets you see the rock formations underneath, like was done in SD3. Water will probably get put off for quite a long while.