JLJac on October 27, 2014, 10:46:54 PM: |
Yeah, breathing animation needs some work... I think the lizards will somehow boil to death in the water, we'll see how it ends up looking!
Some dripping... yeah perhaps! Worth a go!
Update 348
James and I are really happy about the water, so now we set the next goal to get some rain cycle stuff in order to take steps towards a playable alpha. As I'm already in shader land messing with the palettes, I decided to do the palette fade effect today.
In the game, I doubt there'll be any scenario like this, fading from green to orange. I'm just showing it off using palettes I already had. Rather the idea for the actual game is that each palette will also have a darkened "rain is coming" palette, which it'll start fading to as a warning to get back in your shelter. There might be some intermediary areas between two areas that could use faded palettes as well, but I think we'll keep that at a minimum because the straight color lerps create some pretty desaturated and boring palettes.
The effect is accomplished by doing a copypixels operation on the texture the level coloring and water shaders use - meaning that the shaders themselves are not bothered by this at all. The palettes are fairly small (32*8 px) so I haven't noticed any frame rate drops.
All the objects are also told to update their colors, so things that use for example the "black" color of the palette will fade with everything else. As a new fade instruction is called, it copies the current palette into the From texture, meaning that a fade can start in the middle of another fade with everything remaining smooth.
I've also re-introduced the slight wetness distortion on the geometry that I had to remove when working with the water - now I just pass a float to the shader letting it know the water level, and don't do the distortion below that. Distortion + water didn't work because the water needs to mask itself against the level geometry, and if that geometry moves around there'd be weird little gaps. Also, I updated the cloud shadows passing over the level to make them moving rather than just a static scrolling image.