The next feature was planned a long time ago, but I found some time to work on it only now. Behold the floating captions! Made specifically for those who want to know exactly how much and what types of damage that orc received with the stone hitting his head, how much and what valuables dropped from the goblin scavenger, how much health the cyclops restored by devouring the goblin slave, and what kind of strange movements does the goblin with the stone sword. Almost everything is accompanied by captions now - the damage dealt and received, dropped loot and experience, restored health, critical hits and some mob abilities, such as dodging. To prevent the screen from becoming total mess - all of these are configurable, you can switch showing damage by types to just its total value and each type of captions can be turned off - the settings window now have tabs for this. In addition, damage of various types and healing done sequentially, instead of creating a new captions are grouped into one.
The next skill tree branch - knowledge branch - contains everything related to experience, skills, and blueprints. For instance, it is there you can find skills, unlocking additional active skill slots, what makes it quite important. And the skills that affect the experience gained are also very useful. To be honest, maybe some of them even turned out to be too overpowered, and later, while working on game balance, I'll have to nerf them one way or another.
There is also an active skill increasing the experience gained for a short time - I think it will be useful if you need some extra levels before the story challenges insuperable so far.
New music track
It's been a while since I posted new music tracks. There are several reasons for this - on the one hand, I already have all the music I need for the initial release, on the other - I wasn't really able to write anyhing in these two years. But now I've finished a boss theme for one of the story bosses in human location, which I was occasionally trying to make all this time - and I present it to your attention. It will vary the familiar combination of bowed strings and piano of this location tracks with overdriven guitars and the corresponding percussions. Like the title track of the game, Forsaken Heaven also grows from the distant past, when instead of game making I dreamed about gathering a power metal band and tried to write songs for it. There were even some lyrics drafts, not finished either.
Another skill tree branch for the first chapter of the game is now finished. This time it's the energy skills branch. It includes skills that affect energy, or more precisely, its generation and consumption, as well as everything related to speed, whether it's tank moving speed, fire rate or skills reload time. For instance - shown earlier and appeared in the gameplay demo guns overload skill is now part of it. Its effect, however, has been somewhat revised - now it does not consume energy for activation, but increases its consumption by overloaded guns, automatically turning off when the energy reserves are exhausted.
Rika introduction cutscene
Some time ago, I showed you Rika - the goblin merchant. And now I finished the cutscene where she is freed from enslavement. Or not freed - anything can happen in the heat of battle. Sorry, Ugylk, but the dwarf really promised you nothing about women. Anyway, the cutscene is actually not about the goblin girl, but about the victory over the cyclops, the final boss of the forest location.
And as usual, while making the cutscene, I've add another pack of features to the cutscene editor. For example, now I'm able to loop separate cutscene fragments until the desired number of repetitions is reached, check the number of mobs that have escaped from the battle, and move actors along curves, including a height emulation curve - made special for May and other flying entities, if any appears in future.
Finished work on new offroad wheels - with greater speed, offroad ability and spikes damaging enemies as a nice addition. Trying to explain "offroad" part within used technological level I achieved a rather funny result - the wheels are covered with metal and wrapped around with rope. I'm not sure how much such tricks actually increases the offroad ability of wooden wheels, but within the game let's think it's "quite a lot".
Due to some features of the new part, or rather, the recently changed way structures damage mobs, I had to try Unity animator layers for the first time - before that, all my animations were replacing each other. I'm not sure if this functionality will be required anywhere else, however, the knowledge is useful.
In the meantime, work on the skill tree continues. For now I'm finishing May's skill branch for the first chapter of the game. Among the others, it includes the Freeze skill which I've shown before, a couple of buff active skills, some passive skills to improve various parameters and something special - the Knowledge is power skill adds a number of stupid and obvious fairy's statements to the set of loading screen tips, which however give a small buffs for the entire battle to the stats they mention.
Another thing of interest is the Enchanted Arrows skill - it woks similar to the Ugylk's projectile modifying skill, but instead of poisoning enemies, it adds bonus ice damage to projectiles, as well as a small chance to freeze the enemy. This time I put more efforts in visual effects on projectiles. And it took some extra work to impement applying effects not only on projectiles, but on areas of effect they spawn too.
Recently, I promised to add a couple more tank parts to the game, and now one of them is ready - retractable spikes. It's a reforge of regular spikes, causing significantly more damage to enemies. Another important difference from regular spikes is that retractable spikes consume energy to work in proportion to their number on the tank - which depends on the size of its chassis.
And I should probably mention some details of this parts type, since it seems that I've never done this before. Bumper-type parts are attached to the forepart of the tank and play an important role in its protection - they deal damage to enemies in range, grants bonuses to total tank health and armor. They also reduce damage from collisions with objects in attack mode.
The last element of the progression screen - blueprints tab - is ready. There you can check the dwarf's mission of gathering back his blueprints progress, get a couple of clues about their location and content, and reassemble some of them from scraps. Same with the skills tab, to this moment its UI has already been working, and now I've just unified some of its elements with the rest of the UI. Also I've arranged the blueprints in some sort of tree. Right now it already contains blueprints of almost all the parts that will be available in the forest location, at the moment their amount is 17. Soon I will add a couple more, and the rest will appear later, as part of working on the following locations.
Surely almost no one remembers already that in addition to the forest location there is a training location - the backyard of the dwarf's dwelling. It happened because when I started to publish posts about the game, the location was almost complete, and there was nothing to add. And after, with the implementation of shadows and some other features, its completeness was seriously affected, and a lot of things was in need of rework. Which is what I've been doing lately. And now - here it is, extended and looped for the attack mode, with shadows, standalone decorations, new grass and some other changes.