Devlog 27 - More Directions, More Enemies
Summary
This stretch was mostly about filling holes: more directional attack art for Jack, clearer enemy categories, and a pile of small engine problems that were getting in the way of testing.
I also finally backfilled the older public devlogs, so the development history is much less fragmented now.
What changed?
- Drew more attack directions for Jack, including the north/northeast high-kick.
- Kept pushing Nutcracker variations until some of them started feeling like different enemies, not just alternate skins.
- Worked through a set of practical engine issues:
- movement/facing indicator experiments
- restart flow
- broken enemy spawn positions
- missing run-animation shadows
- larger/longer critical-hit feedback tests
- Started testing music placeholders in-game to see how a Nutcracker-derived rhythm feels during actual combat.
- I was also reminded of Final Fantasy XII's Gambit system. It is not the same system, but it is a useful reference for the idea of preparing behavior in advance and then making it work during live combat. This short breakdown was a useful refresher.
Next steps
- Keep separating the enemy roster into clearer roles.
- Add controller input.
- Continue solving the trailer's payoff scene and testing music in context.