Full notes
Full Warpaint update
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What changed
- Performance
- Gameplay
Hello Commanders!
I've been feeling especially creative these last few days so I poured some time into updating the graphics for Warpaint. I applied some skills I've gained over the years to this project and I'm pretty happy with the results. The biggest difference you'll notice is that everything's got a thick coat of baked ambient occlusion on it. That means all of the cracks and crevices will look much darker, really bringing out the colours in the game!
I've also gone in an optimized the crap out of all the levels. Where normally I'd be sitting at 60fps, now we're running at 250+fps!!!! Massive increase, especially important for the VR players. So enjoy that!
BEFORE
AFTER
I've got plans to upgrade the UX of the game too, things feel a little to clunky for where my gamedev skills are at. Some features I'm thinking about adding:
-Highlight enemy movement locations when any unit is selected. This will allow you to not move into a spot that your opponent can attack in the next turn. -Shot tracer: imagine an arc that shows you where your catapult shot will land. I'm thinking this might take some of the skill out of shooting, so I might reduce how far it will predict your shot. -Post Processing: there's still some visual goodies I can use on this project for the flat users. This will improve the overall look of the game. -Knight charge: I'm thinking it would be cool if knights and wizard had some special effects when they kill an enemy. For the knight I'm thinking it would punch the target piece from the direction it was attacked, possibly knocking over adjacent units. For the wizard, maybe a kill could shoot the target enemy in a random direction and with high velocity. I'm thinking this could add a cool level of tactical depth.
Source
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