Baricanna - hero and some game objects
https://www.patreon.com/ulillillia --- I've got about 1/3 of the game objects added in, the worst one being the hero. Worst? It was the most boring task of all and it led me to end up making another song, for Skylus Temple.
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This video has several parts to it. The first part is showing how the hero is. The default name is Shannon Trena, though you're more than welcome to change it or let the game randomize a name for you. The name is limited to 11 characters for the first name, 11 for the last name, and 16 total with a text width limit, including the space between first and last name. There are 8000 possible combinations of hats, hair styles, shirts, legging, and shoes and each one has either about 34,500 or exactly 35,937 possible colors to choose from (depending on the piece), along with 32 skin colors to choose from as well. There are 5 hats to choose from (a sixth, a crown, is exclusive to King Barican and Queen Anna), 16 hair styles, 5 shirt types (with a 6th exclusive to the royalty), 5 legging types (a 6th exclusive to the royalty), and 4 shoe types. Effectively, there are about 14 octillion different ways to customize the hero's appearance, all things considered, 1.414E28.
After showing the various combinations, I begin showing you the various game objects. I don't have everything yet, but it's getting there. Keys are first. Gold keys unlock locked treasure chests. Giant blue keys are final boss keys, which only show up in random locations once all 14 great fiends have been defeated (2 areas have 2 great fiends together). Kevin Peterson, a fortune teller in Lecrent (at Tarin Crypt), can help you get an idea where they are. Small red keys are fiend keys, used to unseal the locked passages with the red doors that have no sign next to them that lead to where one of the great fiends is. The green key is for a side quest, to be revealed much later.
Ladders are covered next. To use one, stand in front of one and press up. Some ladders go all the way to the surface, others stop at the ceiling. Some are in the background, others are in the foreground but they function the same. Repeatedly jumping and pressing up to grab on is a faster way to climb a ladder. Grabbing on is only possible if the speed of movement is low enough. The shield also doesn't work while on a ladder. The speed of climbing is indexed to the top running speed which is influenced by the fast travel ability from one of the bosses, haste/slow status, and the accessory.
Puffs are partially covered next. These are basically like dust clouds, caused when braking when going fast enough. As explained a bit later, the appearance of puffs changes depending on how fast you were going at the time the puff was spawned. Puffs are what are considered dynamic objects - they only have a temporary appearance and are not hard fixed into the level.
Spikes follow, along with damage popups. The faster you approach the pointed part, the more damage they do. When I get combat up and going, you'll be seeing a lot more of these and all 6 colors.
Passages are next. Except for great fiend rooms, there is always a sign next to one so you know where it goes, but I haven't implemented signs yet. Each passage leads somewhere, changing the level map. Sometimes it's a different wilderness map, other times it's a town map. To use a passage, simply stand in front of it and press up. The speed of transfer is based on that of the top running speed like with ladders.
You may remember how much of the background was of that dark lavender color. With the level details added in, it's much less but I still need another roughly 20 more pixels or so. This is where midground filler comes in, which is to be explained when I get at making the actual levels instead of hard coding things in. Toward the end, I show a rough idea what the roof of the huge and spacious Skylus Temple itself would be like, at least for the surface.
At the very end, I provide a sample of my Skylus Temple song, the first 22 measures of it. I have it at different speeds, as usual. True speed is the first followed by 90, 80, 70, 60, 110, 125, 140, then 160%. This is where it sounds reasonably good.