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Post news Report RSS CrossCode Update #46 Post CrossWeek - Much to tell!

CrossWeek is over! And what a week it was. Needless to say: <strong>we made a lot of progress</strong>! There is much to tell, so take a seat and get ready!

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Hi again!

CrossWeek is over! And what a week it was. Needless to say: we made a lot of progress! There is much to tell, so take a seat and get ready!

Circuit Menu Progress


I was busy implementing the detailed view of the circuit menu and managed to finish a large portion of the work!

And what better way to show this progress than with a time laps?

wip-small

When navigating the menu with the mouse, we can click and drag to change the point of view.
At the same time, when hovering a node you get a tooltip with more detailed informations about the skill.
Of course, you can have tooltips and dragging at the same time. And we can't have tooltips simply popping in and out, now can we?
So this is what we got:

circuit-detail

It was challenging to implement, but navigation the skill menu this way feels really nice indeed.

The final steps for the circuit menu are proper node descriptions, the actual node (de)activation and gamepad support.

The Tutorial Battle


In recent updates we have shown excerpts of the tutorial as well as the large turret enemy that will be part of that tutorial.
During CrossWeek and the week after that, Felix continued working on this end, completing the large turret enemy and implementing most of the tutorial itself!
So here have some screenshots of the current state of the tutorial:

tutorial-1

We start the tutorial by testing the players throwing skill.

tutorial-3

After that, it's time to dodge! Ever tried to dodge in CrossCode without losing your aim? That's what we want you to do here.

tutorial-4

Captain Jet explaining the guarding skill that you just acquired.

tutorial-5

And to round everything up: a battle to test your skills.

As this tutorial is interactive it took a bit of time to get all the sequences right. However, we hope that it will help many players to better understand the battle system of our game. After all, it is kind of unique, in some ways at least.

The first Boss


And now, the big thing that everyone (or maybe just some?) have been waiting for!

Introducing the Cargo Crab:

introduction

That monster was quite a piece of work.
It helped a lot that all of us have been at the same place during CrossWeek as it was quite some collaboration!
T-Free created sprites and poses for all the individual parts, while Felix was assembling all the animations in our new editor, which he had to fix and extend quite a lot in the process.

This is how the Cargo Crab looks like in the animation editor:

cargoCrabInEditor

Overall, this enemy is made out of 17 separate entities, with 1-3 sprites each. All of these are moved in sync for each animation. That way, all graphics of this boss enemy fit into an image of 512x512 pixel size (36kb), while the animations are described in a separate JSON file (238kb, 17kb when compressed). So in short: We save huge amounts of memory!

Anyway, here is one of the many animations:

crab-moving-transparent

So what about the battle itself?
Well, we don't want to reveal everything at this point.
Of course, the crab will be able to attack quite severally. For example like this:

cargo-crab-attack-small

And of course, as with any giant enemy crab, there will be a weak point:

cargo-crab-weak-point-small

What you don't hear in these animations are the great sounds that Teflo created for this boss fight. Rising steam? Hydraulics? Metal impact? We got all that covered!

And that's all for the boss fight. Is it done? Well, almost. We still need a proper energy bar for this enemy and lots of fine tuning to balance the attack pattern. But apart from that, our first boss enemy is almost complete! That's a huge milestone for us!

MORE STUFF


There is more! Teflo created new sounds for the menu (much more pleasant to listen to) as well as a large variety of hit sounds. At the end, we had file names such as hit-6-3-1-4.ogg... that's the number of revisions we went through until we found something good.

GFluegel continued planning the circuit graphs and draw several new icons for the nodes.

T-Free, who already created all the boss sprites and effects, didn't stop there and continued with more graphics for an entirely new enemy (more on that another time).

Intero finished a new BGM for the outside of the cargo ship.

And most recently, Felix extended our effect system to support things like this:

lea-sparkle

And finally, if you got the impression that something seemed different in the screens of the tutorial battle, that's because we increased the contrast of many graphics throughout the game.
Here a small comparison:

contrastChanges

Looks better, right? ... Right?

Wrapping up the milestone


With all this work done, we finally conclude our current milestone.
What was the goal? Implement the boss fight and the circuit menu.
Did we make it? Well, almost. But since there was a lot of technical challenges on the way to achieve all this, I think we did pretty well this time.

And one thing is certain: This was not our last CrossWeek! Because not only was this week extremely productive, it was also a lot of fun!

That's all for this update.
As always, thanks for reading and following our blog.

Until next time!

Post comment Comments
doppl3r
doppl3r - - 196 comments

Wow, I can't believe it took me 46 updates to find this game. It looks incredible, I'll definitely begin following this game.

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Garoad
Garoad - - 3 comments

Looking AMAZING. Can't wait for the finished product. Best of luck to you guys!

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Arcental
Arcental - - 38 comments

Nice progress :)

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thejamesanderson
thejamesanderson - - 212 comments

Giant enemy crab! Great idea for a boss. I bet he was a lot of work to get his movements looking realistic? Good work guys!

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Regiden Author
Regiden - - 59 comments

It was indeed. Our animation editor makes it a little bit easier thanks to various tools like copy entities/sprites and flip them.

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andreasng
andreasng - - 77 comments

fantastic crap animations!

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atum_ramirez
atum_ramirez - - 123 comments

Tracking! Amazing work on the boss! Love how you open up that ramp and climb on it. Not something I would expect from a game with this style/perspective.

keep it up!

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Regiden Author
Regiden - - 59 comments

Thanks! Since we actually have 3D collision with a 3D presentation we aim to make use of it, as often as we can! (making sure it is still fun of course)

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simplysh
simplysh - - 71 comments

I am loving this!

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Vlader0n
Vlader0n - - 1 comments

When I can buy this?:3

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Regiden Author
Regiden - - 59 comments

As soon as we're done! :D

But really, we plan to release the game at the end of 2015. Sounds long I know, but we will release a demo at the end of this year!

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