This week, I've been doing quite some efforts in bringing a few key features in game:
First of all, music fade in and fade out are properly working again, and are used in the most dramatic areas of the introduction story.
I also completed the forest entrance map, and finally, after some effort on putting the required infrastructure in shape, added Map particle objects, and used them to improve the look of save points.
(You can also watch a particle effect when healing at the spring, btw.)
This is a key point as it will permit me to go further in using them for better map and battle effects, for instance.
|Trees, squirrels, butterflies, and particle effects!|
Also, another key thing that finally went in game, is the addition of the very first game map enemy, thus permitting the very first battle to happen:
|First battle, Kalya will help you with the basics.|
Note that the forest background is WIP, any improvement on it is welcome, btw. ;)
To avoid high-level grinders, I also a level cap system (currently set to lvl 6) telling the players when they have reached the current maximum level. this will prevent people from going too far, before the rest of the content has reached the repository.
Fighting on level 1 should not be easy at all, and you'll have to find a way to at least reach lvl 2 before being ready to deeper in the forest. (once I've added it ;])
I also made a slight change on the collision computation in the map editor. Now, the map editor will consider a collision area passable if a passable tile is put over an unpassable one on the ground level. This will permit the addition of bridges, for instance, without the need to tweak collisions out of the editor scope.
Stay tuned ;)