CrossCode Update #50
Maps, Grinding Area and More

Wow, 50th update for CrossCode! A lot has happened over the last two weeks, including progress on an important scene and the grinding area, two new enemies and the map menu. So… Let’s get to it!

Grinding Area

Last time we showed you lots of props and concepts arts for the new area we’ve been working lately. Now it’s time to show you first results of putting it all together:

hedgehogs

Doesn’t it look just beautiful? As you can see we added all the details TQ and Felix worked on as well as the first enemy of the area by T-Free: The Hedgehog! (Quite the original name right? We’ll come up with a better name for it over the time for sure :p)
But there is more! What you can’t see in this static picture is a little extra we added for larger plants like the orange ones in the picture above. To make them feel more natural when running through them, Felix added a little waggle animation whenever you nudge these plants. Here’s a quick peek at it:

nudge

The awesome thing about this is, that we can adjust these animations as we like. Imagine a field full of tall grass blowing in the wind and reacting to you passing through it… Lovely, isn’t?

Now you ask yourself: Dude, so how you fight those hedgehogs? . Well, why don’t we take a look at that as well?

grinding-area

As you can see, hedgehogs don’t joke around. As soon as you throw a ball at a group of them, they become hostile. And do everything to kill you… This animation might suggest that this type of enemy is difficult to fight against, especially if you have to battle multiple groups. We are still tweaking these little fellas, so hopefully in the demo you have a good time throwing balls at them! Also note that after each encounter you health will regenerate. We also plan on adding healing items, although you won’t be able to just spam them.

Now, you might also noticed that the health bars under the enemies were blue/grey in the first picture, while they’re red when fighting them. This is part of a new system we added to give the player a hint on whenever an enemy is hostile or not. Check out this little GIF showing of how the hedgehog’s health bar turn red as soon as Lea hits them:
aware

Don’t worry about hitting enemies outside of your field of vision. They won’t become angry unless you repeatedly throw balls into their direction.
So, what do you think? Is the grinding area progressing well or not?

Map Menu

Last time, Felix showed you the mock-up we both worked on for the map menu. And this time I show you to implementation:

map-menu-cargo

It doesn’t look like much has changed but it has! No, Really! Instead of showing each floor at the same time in a vertical fashion, floors are stacked on top of each other. When selecting a floor via the buttons at the top-right, the previous selected floor fades out while to new one fades in. This gives a better feeling of the different heights associated with each floor. You also don’t need to scroll that much if you go through a larger area (e.g. the grinding area) to get to the next floor. Clicking on the same floor button twice moves the camera to the center of the floor or the room in which Lea currently is.
Here, check out this GIF to see how this all looks:
map-menu

You can’t see it here, but there is a really neat little trick to make sure we still get these juicy 60 fps while drawing all these rooms at once. Each room can have any shape. An auto-tiling algorithm plus a pre-render function makes sure each room is drawn correctly. As always, if you interested in any technical details leave us a comment!

Of course an area can have lots of icons for shops, points of interest or quests. Here is a preview of how these icons are displayed in the map menu:
icons

Maybe we even add icons you can hover and click. These would be useful to keep track of quests for instance.

Even More???

Yes we got more! First of all I mentioned we made some nice progress on a important scene which introduced a new character too. So how about a give you a little teaser again?

cargoteaser

I’m sure this tells a lot about what’s happening in this scene. Felix put some major work into this scene but we don’t want to spoil too much here :P

Another new thing we added for the cargo-ship story part is this guy:

overpowered-shredder

…Yepp! This pretty much sums up the experience you get from this one. This is actually a new type of enemy you encounter on the cargo ship. This enemy however can’t be defeated. What this means you ask? Well you have to wait on another update for this one ;)

Alright, that’s it. Hope you liked this update.

See you next time.

10 Comments

  • The wiggling animation of the grass/plants is absolutely awesome! These little details connect the player even more with the world. I hope there will be a small sound effect when you touch the grass? Oh, and PLEASE make the grass field a reality!!

    The menu UI is extremely slick and smooth. It even feels satisfying to just LOOK at it! It seems that the combination of mouse and keyboard navigation works out pretty good!

    Of course, I am always interested in technical stuff, so when I hear “auto-tiling” and “pre-render”, my mouth is watering. ;-)

    I have to say that my feelings regarding this project are slowly shifting from “interested” to “hyped”. Great job!

    Final question: Will there be an attack/skill that consumes HP when charging/using it?

    • Sounds effects are a great idea. They need to be subtle though… I think we can do this :D

      Well, I guess I need to make a technical post about this then. Although Felix still needs to do his.

      Thanks a lot! We hope to keep you amazed with stuff all the time.

      Regarding your question: No, currently not. But I think it’s a nice idea. We might try that ;)

      • Can’t wait!

        I really appreciate your efforts regarding technical posts, but please don’t put too much time into them, when there is more important stuff for you to do… Just saying. ;)

        Cheers!

        • Hehe, that’s true. But to be honest from time to time I like to talk about all this technical voodoo. It’s also a nice break from just seeing code all day.

  • KazeMemaryu on July 8, 2014 at 5:05 pm said:

    Wow, these details are brilliant! And the map system really looks slick!

    Though one thing bothers me: if you attack a Hedgehog, which ones will turn hostile? A specific group the target belongs to? Every Hedgehog on screen? Or even the entire area?! I have a feeling this is really important for balancing – and some more!

    Anyways, keep rocking! I’m spreading the word!

    • Thanks!

      Whenever a hedgehog will target you, it will notify all other hedgehog within a certain radius to target you as well. Those hedgehogs will also notify their neighbors until all nearby hedgehogs are targeting you.

      We plan to place enemies in clearly separated groups, so players should easily understand which enemies will become hostile.

      But you are right, what enemies will attack you when is an important balancing factor and we might adapt this later on when we have more feedback from testers.

      Also, thanks a lot for spreading the word! :D

  • Looks really great :-) Do you have any plans to open source some parts of the code? I’m sure many people would be really excited about that, as far as I know, this is one of the most comprehensive RPG games made with HTML5.

    Anyway, have a nice day.

    • Hey,

      we don’t have any plans to make most of the code open source, since we want to use the engine for more than CrossCode. But we do create technical posts and will likely share some insights on some of the things we did. We already planned some stuff to tell you all about (like pre-rendering, navigation again, architecture etc). I’m not sure when a nother technical post will be out since we focus a lot on the demo right now :D

      Thanks for the compliment! And have a nice day too ;)

      • hello, may i use the background for an android app and publish it on the google play?

        • Hey, not sure what background you are referring to but using our art in another application on a public store is not something we want to see, especially since the game hasn’t been fully released yet. I hope you understand :)

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