Oi, you there! Yea, you! Lemme talk at you for abit.
As you can see above, I added the Arc ability. Now, you may be thinking “Why, Streus, that’s just a lazy teleport!”, and you’d be right. Well, it can’t teleport over walls, so it’s not completely lazy. It also damages enemies caught between the start and end points; so that’s nifty. Arc isn’t completely done yet, though. I’d like to add some VFX between the start and endpoints, and I need to tweak the collision detection a little, but it’s all good.
On the UI front, I spent a whole 10 minutes updating the UI for ability charges so that it wasn’t just a number overlaid on the ability icon
And I gave the health bar a simple little low health animation.
And the energy heat bar got a little gradient that I may or may not keep.
Hold up. Heat?
Yup. Most of this past week was focused on redesigning the energy/mana pool system into something that fit Tytans II better. Heat is what I came up with. Instead of passively building energy to spend on abilities, players will start with an empty pool of heat that will build as they use abilities. Heat will decay passively, but players can also discharge heat by using their basic attack. Exceeding the heat limit incurs...some kind of penalty. I’m still mulling over what exactly the penalty should be, but I’m pretty sure I’ll be going with some kind of damage infliction. Could be straight damage equal to the exceeded amount (heat - heatMax); could be a damage over time status effect with the same value; could be a movement penalty. The possibilities are endless. Mostly endless. Pretty endless. More endless than not.
Other things will probably demand my attention this coming week, so next week’s post shouldn’t be anything too substantial.
Until then!











