@I_smell: Oh, I hear you on the big boss fights. I'm still not certain I'm going to be able to do the visible damage but I'll prolly try to do something on the larger setpiece type enemies. I've already made some changes to make the splashes more visible and as for the sound, definitely will look into all that great audio stuff later on =P Congrats on your game again. It looks fantastic!
@cstrang: I've tried bringing down the HP bar to over and under enemy heads but it gets to looking way too cluttered when you've got a bunch of enemies on screen. Also, I'm trying to be somewhat minimalist with the HUD so it goes against the overall look I've got in mind for the game. =P
@drag: This is something I've got down in my notes. I snitched it from the newest 3D castlevania game which also has the toggle in the options. Though, I tried turning it on in the game and it looks awful. . . Due to the aesthetic problem I have mentioned in response to cstrang, I'm considering not putting in the option. This seems to be a case where I need to decide whether it's more important to give the player the option or to present the game the way I want it to be seen. . .
@AngelN7: A small draw on top of icon is feasible and wouldn't clash too much with the look of the game. In the case you mentioned with plants VS zombies, this is a little different in that I'm not going the flash animation type animation where the parts are drawn individually then pieced together within the game. I'm for the most part drawing out all the animations since I think it looks better even if it's more time consuming. Also, in PvZ, the plants have maybe 5~10 frames of animation a piece. The player has frames of animation for the run alone -_-;;
@imsh_pl: Thanks for the kind words =) It won't always be ten + enemies on screen at once, but it'll happen enough that I agree with you about the clutter. I wish I had more time or resources so that I could do the visible damage justice but I don't want to half ass anything so I'm staying away =\
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