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16082019

Finally got around to implementing the grouped prefabs I mentioned in yesterday’s post for the grass. It works very well and although the dispersion pattern could be significantly improved and the wind pattern tweaked a bit the tall grass now works as intended. Other than the aforementioned tweaks, the only things I can really think to add are mild particle effects for various leaves and such blowing off when the player passes through into the wind. I think tomorrow I’ll work on that as well as particle effects in general. 

+ Tall grass, with randomised dispersion and player/wind-based motion.

+ Added ambient soundscapes for the forest during both night and day.

? Slightly sped up the speed at which rain accumulates during transitions. 

? Significantly increased (5s to 20s) the time it takes for ambient soundscapes to fade in during transitions.

? Doors now have proper shadowcasters blocking and opening FOV when respectively closed and open. They also have slightly more legible sprites.