Devlog 8: Steady as she goes


The halfway mark of the 2nd sprint has been reached!

The beast prepares to hunt, as it's form and movement is coming together in all its wiggly glory. 
Last week we talked about the Kraken getting textured, so evidently next up were its animations.


However, no Kraken is complete without its trusty tentacles, so these mighty appendages will not make for treacherous waters through which our nimble vessels must sail. To ensure its entrance is as dramatic as its reputation, we’ve orchestrated the Kraken’s grand reveal: pre-spawning effects now ripple across the waves, the camera shifts to frame the terror, and its health bar appears with the entrance.


Tentacle attacks now burst with splash sound effects, the cannonball hits play squishy impacts on the tentacles (vs armored clangs on the main body), and destroying a tentacle triggers pained cries from the Kraken. Attack roars and layered hurt sounds are still being polished, but the sea’s already feeling alive and loud.

However we can't keep hogging all the good stuff for our AI opponents, so let's talk goodies for the player.
First of some feedback for when you hit the Kraken to make you really feel the "oompf". 

Next in line, colors: Are you tired of those same old colors of sails? Well, be tired no longer, as different players now get to experience different color sails.


And as the last part of the obvious stuff: UI.

A Kraken health bar is here, and a player health bar is there.
Gifts for both player and AI, for all are equal in the eyes of the UI designer.


Our goals for next week?
Finishing the UI, divvying up the scores, and felling the mighty beast.

May fair winds bring us to next week.

Files

FullBroadside-v0.12.zip 520 MB
68 days ago

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