Weblog submit (thirteenth of November, 2023)
Discrete Injury
Abstract: Through which an apology is given; rationalization is made for a missed blog-post; enemies proceed to be ready for the demo; a foe turns into seen within the aethereal; and a matter of injury sees change.
Greetings and salutations!
This week’s screenshot exhibits some additional prototype-art:

Phew! My apologies for having not posted an entry final week! To elucidate:
On the Sunday earlier than last–that is, not the day previous to my penning this, however one week earlier than that; the day previous to once I would normally have posted–I fell horribly sick. What’s extra, the week that adopted proved to be a irritating one for me.
Because of this, I concern that I wasn’t in a lot of a place to jot down on Monday of final week. :/
Certainly, given the best way that issues have been going, I elected to only take final week off of labor, as sick depart.
In any case, I am feeling largely higher now I imagine, and may report on the week earlier than final, at the least! And it was per week wherein some issues acquired accomplished, I daresay:
As earlier than, progress continued within the matter of making prototype depictions of enemies, and of incorporating them into my new demo-level. And, after all, in implementing tweaks and fixes as I did so!
And certainly, I attended to a good few enemies throughout that week, I imagine!
I do not assume that I am fairly accomplished, however I do assume that I am shut! ^_^
(After all, a collection of bosses awaits to be handled…)
Right here then is one other collage displaying just a few of the prototype representations made throughout the week:

I additionally went again to 1 explicit enemy–the ghostly Shroud–and applied an meant function:
You see, this foe tends to fade out and in of visibility–it is a ghost, in any case.
However conversely, the participant has entry to a capability that permits them to see into the ghostly aethereal–and which ought to thus permit them to see an otherwise-invisible Shroud.
So I applied this! It known as for some adjustments to the code of the enemy, and for some remodeling in my “Aethereal Object” lessons, however I imagine that it’s now accomplished!
However not all work of that week was utilized to enemies: I additionally attended to a matter of gameplay, of implementing a change that I’ve had in thoughts for some time.
Particularly, I eliminated “steady” injury from the sport.
You see, as I had it, sure assaults have been dealt over time: the longer the goal was affected, the extra injury was dealt.
And that is pretty pure!
However can be has some drawbacks: For one, it calls for extra complexity in each dealing with the injury and producing a visible response to it, and for one more, it implies that such assaults might change into negligible if handed by in a short time.
So, I’ve now changed such injury with “pulsed” damage–damage that’s dealt a lot as regular injury, however with speedy repetition.
The impact could be very similar–but accomplished thusly it really works with the bottom damage-mechanics and effects–and moreover at the least offers a dependable minimal of injury.
That, then, is all for this week–stay effectively, and thanks for studying! ^_^