And the demo is upon us! After adding some art assets last night, the team had me work a little less color interpolation and a little more art into the scene. Switching from a black color to an actual ink overlay required a bit of re-work, but by actually attaching the ink overlay to the player at all times and varying its alpha, I got a nice sludge effect going on:
After that, it was the damage states. Instead of a red color interpolation, I have three different images for low, medium, and high damage states. Multiply this by the number of hats (6!) and.. that's a lot to program in. The parameters now take three sprites on the side and required a bit of rework in the store for each option to reflect those changes. Thankfully we have a full and workable game going in time for interim tomorrow.
What next? Yeeeeagh. Unless I know which capstone team I'm on, I'm not completely sure.
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