Devlog 4 - Graphics


Overview

Extrication's presentation has been completely overhauled. I have added better animations, enemy art, corpse art, hostage variation, screenshake, more tiles, props, a non-awful UI, a very basic dialogue system, breakable windows, and some sound effects (as well as countless under-the-hood tweaks/fixes).


Pictured above: New version of the main room.

Pictured above: Old version of the same room before the environmental art pass.

Pictured above: Screenshake and new shooting animation.

Pictured above: The new enemy art + player and enemy corpses.

Pictured above: All 4 hostage variations. Each hostage is given a randomised appearance at the start of the level.

Pictured above: All the new floor tiles (+slightly recoloured old ones)

Props

Props obstruct movement for all entities but can still be shot over (they essentially function like waist-high barricades).

There are 3 prop types so far: couches, oval tables, and vases. Numerous variations of each prop type exist and they all have unique collider shapes.


Pictured above: Every prop type and variation.

Windows

Windows can appear on the edges of a level (internally called thick windows) or within it (thin windows). All windows can be broken, but thin windows have the benefit of allowing entities to shoot and move through them afterwards. Thick windows act as decorative level boundaries, so nothing passes through them (even when broken).

Pictured above: A full and broken thick window.

Pictured above: Moving across a broken thin window after shooting some enemies through it.

UI Improvements and Dialogue

Pictured above: New in-game UI with dialogue.

The default font has been replaced with a nicer one (PixelOperatorSC). The score UI has also been improved, with the word "enemies" changed to "kills" (the number ticks up with each kill so having it say "enemies" was confusing).

There will be one panel of dialogue at the start of each level. The text quickly scrolls in and disappears after a few seconds. It is designed to be as unobtrusive as possible to the gameplay, so that if you don't care for the story, you won't be affected by it.

Pictured above: Improved win screen with new font.

Additionally, there is now a randomised pseudo-dialogue message displayed whenever a hostage is saved.

Pictured above: The hostage dialogue.

Pictured above: Every possible hostage message. They aren't meant to be taken too seriously.

Response to Previous Feedback

As per request, I have added a translucent black panel behind the game-over text so that it is easier to read.


New Feedback

All the feedback I received this week was positive.

-"this has gotten waaaay more polished than last time ❤️,

love the glass, and that once the enemies knew I was there, they shot some out too,

just want more levels now 😄"

-"Very cool and I like that the enemies can teamkill their own members"

-"sounds are good, gameplay is good too I didnt see the hostages at first, they kinda blended in a little but that might just be me"

To fix the aforementioned grievance I may change the hostage colours slightly or be mindful of the surrounding floor texture and props wherever there is a hostage.

Roadmap

In the coming weeks I plan to add more levels, level transitions, at least one new enemy type, new props/tiles, a main menu screen, more/better sounds, and music.

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