Divine Arms [v2.46] by ViperV
Divine Arms v2.46
Tags
Artist is Casch.
v2.46
N/A
v2.35
Animations.
I've done a couple of tests and will finalize the style this month. Aside from other sprite animations like Siggy getting armor recovery, I'm pretty much done with the tech demo and will focus the next months doing the spicy animations. Again, no Chris Armin quality. In fact, to be honest I'm leaning towards good enough and quick because, again, I still have to do the code, add them in etc etc.
I'll once again finish a loop this week and I'll let you decide if it's good or more than enough. I need to get to a certain style and flow that matches the development in general.
If I do it too much, I notice I get burned out easily and when I come back to coding, I sometimes forget my game logic, so again, a balance to overall game development and visuals.
Game State
Right now, v2.35 you will notice a lot of changes and new stuff. But basically, SIGGY IS OP with the new update. But know that not all of the things are available at the start. Most of the skills and spells in the current build need to be unlocked and upgraded.
But yeah, pretty much the same enemy object (Mushroom Monster) basics like ai will host the upcoming enemies and some of the sprites are already in the works as well. I'm telling you. Never go one man army unless you're mad and old like me.
Stages
Ooof! You're probably sick of the current area. That's also another thing I still need to do. Luckily, we've already got the code there ready from v1.9 (The Silver hair MC) And yeah, it will be easily designed and populated with trees, traps and secrets soon! I'm just holding off a bit because the new tilemap system will be updated in Godot 4.3 so I'm not focusing much on the stages because I know Godot will break my tiles and I want to fix those after they bring it to my plate.
v1.96b
waterfx optimized.
gate grind loop sfx fix.
tutotem adjustments.
field heart pickups fix.
controlled enemies are faster.
v1.90fixed
Blood Hunter bugfix
I've also disabled the speed up animation frames that occur randomly. They do look weird on some scenes. I'll bring it back on selected scenes next time.