Studio Sunshower

@studiosunshower.com

🌦️ Boutique game developer and design consulting cooperative. Currently working on Coruncopia. Site: https://www.studiosunshower.com Discord: https://discord.gg/4M3wsEBbRG

Using a combination of LUTs and tweaks to world brightness, contrast, and saturation to handle independent, real-time transitions between weather events and time of day. Audio is dynamic, too. Gonna pull back a bit on the saturation during weather, but I'm pleased, overall. #godot #gamedev

Started implementing spell mutators today! Mutators are extra effects that can change the way a spell works. It can be subtle, or not so subtle. Today let's demonstrate modifying the Cone spell to utilize the "Prismatic" mutator, which will randomize the element of each shot! #gamedev #godot

Today's work. I added the "Charge" mutator to spells. If the player charges up their basic slash and then tries to cast a spell, you'll cast a powered-up version of it! I think I'm going to have to remove the damage cap for this game; I suspect players will reach it too easily... 💦 #gamedev #godot

Jinx spell complete. This one took a bit, as there are six different possible outcomes: - 3 Stars (fullscreen attack) - 3 Diamonds (healing) - 3 Skulls(enemy)(instant kill) - 3 Skulls(boss)(4x damage) - Fail to match (1x damage) - Exceed max # active targets (1 unavoidable damage) #godot #gamedev

Spell Name: Ablation Cast Type: Flotilla Like every spell, the player can customize the various attributes of Flotilla to alter the projectile speed, spawn rate, number of knives, and so on. This was a fun one to make. Just aim, then release the spell to unleash the knives. #gamedev #godot

In Coruncopia, the player can modify any spell they find, including the element. Behold the Cube spell, which simply summons a cube that can be pushed around, used to block attacks, and even detonated to produce an explosion. Every spell in the game has a unique appearance per element! #gamedev

There's tons of stuff I'd love to show regarding game progress updates, but Bluesky still doesn't support videos or GIFs yet. But that's okay. Based on what the platform is trying to do, I think Federation (if well executed) should take higher priority. I don't want to migrate platforms again...

The stress testing, ehhh, it is not so stressful, actually! Made all the fun logic for collisions and attacks working; and Godot runs pretty smoothly given how complex these enemy node groups are.

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