thanks! It's all done in Unity with some custom tooling for cutscenes and building the 3D levels. The way Unity is set up and lets you edit stuff is really vital and important to how robust everything is!
I played the demo when it first came out, and then recently cleared it again on Melos's Trick because I'm a bit of a sicko...
Has the critical crush sfx/vfx been updated since the demo? On the off chance it hasn't, I think it could really shine with a little more oomph, humbly speaking of course! On both my playthroughs, I had never even recognized I was ever getting a critical crush. In fact, it wasn't until I read this devlog and went back and tested it that I saw the little particle flare-ring-thing. For some reason, the way enemies die in Kirby Super Star comes to mind, both the chunky SFX and the immediate pop of clouds/stars. But KSS was very formative for me, so maybe that's just my brand of game-dev-brain-worms talking.
Very excited to play the release version of Angeline Era!!
I started playing Ys: The Ark of Napishtim in preparation. Very excited and thank you for behind the scenes look!
hope you enjoy!!
This is awesome! I've always wondered what engine Angeline Era was programmed in/what tools you made for it.
The gameplay and level design always felt incredibly robust, like lots of things would have very small unique behaviors.
thanks! It's all done in Unity with some custom tooling for cutscenes and building the 3D levels. The way Unity is set up and lets you edit stuff is really vital and important to how robust everything is!
I played the demo when it first came out, and then recently cleared it again on Melos's Trick because I'm a bit of a sicko...
Has the critical crush sfx/vfx been updated since the demo? On the off chance it hasn't, I think it could really shine with a little more oomph, humbly speaking of course! On both my playthroughs, I had never even recognized I was ever getting a critical crush. In fact, it wasn't until I read this devlog and went back and tested it that I saw the little particle flare-ring-thing. For some reason, the way enemies die in Kirby Super Star comes to mind, both the chunky SFX and the immediate pop of clouds/stars. But KSS was very formative for me, so maybe that's just my brand of game-dev-brain-worms talking.
Very excited to play the release version of Angeline Era!!