Devlog 20 - Hit Effects and Asset Structure

Summary

This update was about two very different parts of the game: making hits feel better, and cleaning up how the game assets are organized.

The fun part is the hit VFX. I want Jack's attacks to feel like they have real impact, so I started thinking about ground cracks and impact effects that extend forward from the hit.

The less visible part is file structure. Not as exciting, but very necessary.

What changed?

  • Started planning new hit VFX.

  • The current idea is that some hits could crack the ground:

    • under the enemy
    • forward from the impact
    • in the direction of Jack's attack
  • Continued animation work.

  • Continued building an attack table to organize:

    • attack names
    • attack effects
    • short descriptions
    • possible gameplay roles
  • Worked on the structure of the game's asset folders.

  • Started defining how exported files should be named and organized.

  • Continued testing how Jack interacts with enemies.

  • Used placeholder assets for early testing.

  • Shout out to Kenney for the placeholder assets. They are not final Jackstrap enemies, but they are very useful while testing.

What I'm unsure about?

  • The ground crack VFX might be difficult to make readable and satisfying.
  • The asset folder structure is better now, but it may still change.
  • I am considering whether to open a Patreon, but I do not want to create something that becomes too much extra work to maintain.

Open questions

  • Can the ground crack effect make hits feel stronger without making the screen too noisy?
  • How much work would it take to maintain a Patreon properly?
  • Is Patreon useful at this stage of development, or would it distract from the game?

Next steps

  • Fix double attack bugs.
  • Upload a private test build.
  • Import the new animations with the updated naming structure.
  • Test re-importing and preloading asset files.
  • Finish missing southeast and southwest attack animations.
  • Make a first demo production export.
  • Update export settings and asset folders.
  • Make the uppercut animation.
  • Differentiate the boxer jab and cross attacks.

Media

Hit effects and asset work 1

Hit effects and asset work 2

Hit effects and asset work 3

Hit effects and asset work 4

Asset structure screenshot