Sons of Ra Devlog 5

A Bit More Magic

Happy Friday everyone! This week at Pharaoh Hound Games, we spent some time looking back at some smaller aspects of Sons of Ra to see how we could make them feel more interesting and, well, “magical”. After all, this is a game where the players invoke the powers of gods to assist them in battle. So, why not lend a bit more of that supernatural feel to the game?

For starters, our new Archers shoot powerful arrows that overpenetrate and deal damage to multiple units. What kind of arrows fired by a normal bow do that? Magical arrows, of course!

magicarcherarrow

We added some effects to make the arrows themselves feel mystical and etherial, giving them a glow and a fade out, as well as some particles to make it feel as though the arrow is dissipating away into the air as it runs out of energy. We think that this enhances the feel of the unit, and makes games feel a bit more spectacular.

Leaving a Footprint

On the technical side of things, we for a while have been working to adapt our tower system to accommodate towers with even widths or heights. Specifically, we wanted to adjust the Obelisk to have a 2×2 footprint to give us a bit more flexibility in its power. With it taking up the same area as an Archer Tower, the average damage output of the two towers had to be very similar for balance, but this made the game less interesting.

Due to the grid-based system we use, making this adjustment was a little difficult, because the system would automatically center towers around the location they were to be placed at. With some work, we were able to get our system to adapt its functionality depending on a classification we would assign towers of different footprints. Just this week, we adjusted the art of the Obelisk to better visually show this change.

newobelisk

As you can see, not only did this change better communicate the space taken up by the tower, but it also gave us the leeway to make some more visual features to show its charge-up process. Even more than that, we also created a “spark” effect that will play when the tower is at full charge, occasionally emitting sparks so long as the tower holds full charge and is ready to fire. This can be seen at the end of the above gif. This was just another instance of the small bits of magic we have been trying to add.

Growing Up

One other small feature we added was to give unit spawns a bit of a better feel. Up until now, units simply appeared at the keep entrances on spawn. While functional, this doesn’t look particularly polished. So, we gave the guys a short scale animation to make it seem like they don’t just come from nowhere.

unitscaleup

In Closing

While we are continuing with our efforts to make sure every element of the game feels good and polished, there are a number of huge changes, additions, and improvements coming down the line that we’ve been working doggedly on, some of them we hope to even have in come next week. Hope you guys will come around to check them out!

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