thomasmoonkang posts
Saffron splash art concepts
Here are some concept art and the final render for Saffron's splash art!The new style is looking really sleek and modern. I think it will give Duelists of Eden a really cool vibe.Feel free to comment on what else you'd like to see from here
Local PvP Test
Of course there needs to be local PvP. But when you play online you'll be able to always play on the right or left side, up to you!
Saffron Art Style Test
Left or Right, which one do you like better?
Potential Poses for new art style test!
I've been communicating with HOAI Artworks as a new splash artist to give Duelists of Eden a fresh new style. We decided to do a render of Saffron to figure out what style we want to go with. HOAI (or Victor) has a kind of wet and shiny painting style which I think makes the game look really slick.
Custom Lobby functionality v1
Here's an old dev video from when I first got custom lobbies working with lobby code and everything!
Weekly Update #4 - Status Effects
In OSFE statuses were a list of enums , and all the code for them were kept in Being() which was not as modular as we would like.I'm doing Status Effects completely differently this time around. There's a parent class of StatusEffect and all the different statuses will be their own class inheriting from it.So what do we need for a Status Effect? amount duration maximum duration owner display (around the character) icon (on the status bar) list of stacks (so that multiple instances do not interfere with each other)OnAddNew(amount, durati...
Weekly Update #3 - Bouncing Projectiles
I wanted to add a character who's attacks chain bounced to other enemies. The number of bounces could be changed and I wanted it to be an addon to an existing attack, so I made it an Effect that can be added to a spell.First let's break down the requirements:Bounce strike should: Prioritize new (un-hit) targets Bounce to the closest target If no new targets, bounce to the oldest target that is still aliveIf bounces is greater than 0, we run the following actions:1. Clone the spell2. Reduce the new cloned spell's remaining bounces by...
Weekly Update #2 - Drag and drop
https://giant.gfycat.com/EsteemedVapidCobra.webmWe want moving units around to be as simple and easy as possible using drag and drop. Using Unit's Event Pointer Handler interfaces, we have access to OnBeginDrag(), OnDrag(), and OnEndDrag() which we'll trigger on the Unit itself.OnBeginDrag() {disable unit's collider so that we can raycast behind itraise sorting layersaved tile = starting tile}OnDrag() {set transform to mouse positionif hovering over an empty tile, save itif hovering over an occupied tile, save itif hovering over ano...
Weekly Update #1 - Effect Apps
In One Step From Eden, I kept a list of all Artifacts on each unit which I'll refer to as "Being"s. Every time something was triggered, like OnSpellCast, it would go through all of the Artifacts on the Being. Each artifact had a number of Effect Apps which basically contained a Trigger enum and an Effect function.In a lot of cases it would go through all artifacts on all Beings because the enemies might have Artifacts that triggered when the player Shuffled or Moved for example. There were Artifacts that triggered every frame so we&...
Auto Rogue - Initial Post
Starting a new side project, codenamed Auto Rogue. The idea is a hybrid of auto chess and roguelite. Since we have lots of code and sprites from One Step From Eden we're going to do the combat in a similar format. But we're going to be rebuilding the entire thing from the ground up!Switching from tumblr to patreon for dev blogging. All the posts will probably be available to the public anyway, so we'll see how that goes. It would be nice to have extra funds that I can use exclusively for the game!Here are the core pillars: Teambuild...


