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I've implemented Swimming into Razzia, I'll explain the mechanical significance and the aesthetic choices.

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Recently I've been working on implementing new movement systems into Razzia and one of those is to allow the player to jump from a very high place without taking damage upon landing. I had some ideas, like the Assassins Creed hay bale like system but it didn't really fit thematically and it was hard to implement in large areas. Also it only had one use and made little sense when you think about it (you'd break your bones trying to do it in real life) and it didn't fit the specific game that Razzia is.

So I implemented swimming and water, it has two uses: it can be used as a way to negate damage from high places and you can also avoid certain enemies by jumping into water and swimming to another place. It's also much easier to implement in larger areas, for example it's much less contrived to have a small lake with platforms that you jump across rather than an array of hay bales.

This is how it looks in the game: SwimmingDemo

I toyed a lot with the aesthetics of the water in the game, I initially wanted to have ripples and waves but I soon found out that it was distracting and didn't fit with the rest of the aesthetics of the game (that is somewhat flat shaded) so I decided to make the water static but stylized in a way that it doesn't look like jelly. Part is by making the splash and swimming animation (that isn't done yet btw) as good looking as possible to carry the otherwise flat look of the water.

That's it for this update. I'll be covering other, more technical things in the next devlog. See you then and thank you for checking out Razzia! If you want to follow the development more closely you can follow me on Twitter @Secluded_Game

Elias Frost

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