Better to hit effects! Lots of things behind the scenes such as better network code and support for scenarios and game styles in multiplayer. Tests have already shown that 6 players have no issues playing. I'm trying to organize an larger test. Of course the things that are more obvious is better "to-hit" effects, which is what is in the screen shots. When beams hit shields they flare up as blue-white, when area orange-white and the ground, green-white. When pulses hit something they make larger explosions that are red. Because of the way things now work, one can now trace a trail with the beams which can be more easily seen in the latter screen shots. There is going to be a lot of other visual updates in the coming weeks. Full story »Original post blogged on Rank: Warmaster Dev Blog. View the full article https://ift.tt/eA8V8J
Lots of things behind the scenes such as better network code and support for scenarios and game styles in multiplayer. Tests have already shown that 6 players have no issues playing. I'm trying to organize an larger test. Of course the things that are more obvious is better "to-hit" effects, which is what is in the screen shots. When beams hit shields they flare up as blue-white, when area orange-white and the ground, green-white. When pulses hit something they make larger explosions that are red. Because of the way things now work, one can now trace a trail with the beams which can be more easily seen in the latter screen shots. There is going to be a lot of other visual updates in the coming weeks. Full story »Original post blogged on Rank: Warmaster Dev Blog. View the full article
from GameDev.net https://ift.tt/2WAyNXy
from GameDev.net https://ift.tt/2WAyNXy
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