Dev Log: Elite Visual System Evolution & Currency Overhaul
Elite Enemies: Shining Stars of the Dungeon ✨
The introduction of Elite enemies has taken my dungeon crawling experience to a new level, both visually and mechanically. These formidable foes stand out with golden outlines, enhanced stats, and guaranteed gold drops — adding layers of challenge and reward to each run. But bringing these elites to life wasn’t without its challenges—I encountered a mix of technical puzzles and creative breakthroughs along the way.
Visual Flair with a Technical Twist 🎨
My goal was to make Elite enemies immediately recognizable while maintaining the gritty aesthetic of the dungeon. A golden outline shader seemed perfect, but as I implemented it, I ran into a mysterious issue: a persistent "phantom line" appearing at the edges of the sprites.
Solving the Edge Mystery 🕵️♂️
The culprit turned out to be how the shader processed sprite UV space. When I upgraded from 16x16 to 32x32 sprites, their UV coordinates weren’t perfectly aligned with visible pixels. This misalignment tricked the shader into detecting non-existent edges.
The solution? A precise adjustment during sprite sheet slicing. Centering each sprite within its allocated UV space eliminated the artifact and allowed the shader to cleanly apply the golden outline effect.
Layering Effects for Maximum Impact 🌟
Elite enemies don’t just glow—they pulse, flash on hits, and seamlessly integrate with status effects and death animations. To make this work without visual clutter, I implemented a smart layering system:
- Effect Priority System: Effects like hit flashes and status overlays stack in a clean, prioritized order.
- Alpha Channel Management: By carefully blending effects, I maintained clarity even when multiple visuals overlap.
Performance Meets Polish 🚀
Shaders are demanding, especially when rendering multiple enemies on-screen. I fine-tuned the system with:
- Reduced texture sampling
- Early-exit logic in the shader
- Scaled sampling patterns based on sprite size
The result? Smooth gameplay, even with hordes of Elite enemies lighting up the dungeon.
Basic Enemies: A New Look 👁️🐾
The old rat enemies have been swapped out for one-eyed brown demons, a small sprite update that better suits the dungeon’s dark theme. Their behavior hasn’t changed, but their design adds a touch of eerie atmosphere.
Elite Mechanics: Bigger, Stronger, Shinier 💪🌈
Elite enemies aren’t just pretty—they’re deadly. Here’s what makes them special:
- Golden Outline: A glowing aura that screams “Elite”.
- Increased Size: 30% larger than regular enemies for extra intimidation.
- Enhanced Stats: Double health, 50% more damage, and 20% faster movement.
- Guaranteed Gold Drops: Defeating an Elite always rewards you with gold, ensuring your efforts pay off.
This combination of visuals and gameplay tweaks makes encountering an Elite enemy both exciting and nerve-wracking. 👹
Currency Overhaul: Introducing Gold 🏆
With Elites comes a shiny new reward: Gold. Unlike XP, which fuels your in-run progression, Gold is a persistent currency for unlocking meta upgrades. Here’s how it works:
- Gold Drops from Elites: Every Elite enemy guarantees a Gold drop.
- Meta Upgrades: Use Gold to unlock permanent upgrades between runs.
- Dual Progression System: XP powers your current run, while Gold builds your long-term strength.
I’ve updated the UI to clearly display Gold costs and integrated the currency into the save system so you’ll never lose your hard-earned wealth. 💰
Development Highlights ✨
Bug Fixes 🔧
- Fixed gold dropping from non-Elites (it’s exclusive to the big guys now).
- Corrected shader artifacts on pixel art sprites.
- Adjusted drop positions to avoid XP and Gold overlapping.
New Features 💡
- Added the EliteComponent, making it easy to turn any enemy into an Elite.
- Enhanced communication between components, such as GoldDrop and Elite behaviors.
- Upgraded the save system to handle dual currency tracking.
What’s Next? 🎯
The Elite system is just the beginning. Here’s what I’m planning:
- Balancing: Tuning Elite spawn rates and Gold costs for fairness.
- Unique Abilities: Adding special powers to Elites for even more variety.
- Polish: Improving visual and audio feedback to make Elite kills feel satisfying.
I’m also exploring advanced visual effects and behaviors to keep Elite encounters fresh and challenging. Let me know what you think! Got ideas for unique Elite abilities or tweaks? Drop a comment and join the conversation! 🌐
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