Work in progress
It's been a while since I've posted about our progress in making "Shoot off their lumps." So what has changed:
I've polished some visual effects. Now monsters die with different animations based on how you kill them. Also if you kill fiend standing nearby him you'll get sprinkled with blood and (()@#%( that was not easy to implement XD
Shooting mechanics changed a bit. Your hero automatically aims when standing still. But if you shoot very close to target it doesn't matter though as game respects the distance between your character and target.
Fiends can be executed by simple shooting but it takes waaay more time to destroy them in such way.
https://www.youtube.com/watch?v=Sij4sTS2wq4
So the game is made in Unity3d that is faar more better now for 2d featuring a lot of improvements such as 2d masking and atlasing textures out of the box.
Maybe the most interesting task for me by far was adding blood to the character when fiend gets killed. To achieve that I use a special blood mask:



Then I made a special shader with a threshold to change how much blood I want to see on a character. This shader has the direction by texture mask to reveal blood ( it's a white mask if the pixel is white than draw blood from sprite otherwise show nothing ) - a simple concept.
After that I made blood masks for all directions my character faces ( not many: up and down ) - and the second version of a mask for special animations such as reloading gun as this mask didn't fit. And played with animations in unity3d a bit to be sure that mask moves along with the sprite.
- Original ldjam entry (outdated)
- Discord
I'm expecting to finish new demo somewhere this week.