With all the features that have been implemented for BludBourne, arriving at a point in the development where we can add the finishing details and special effects is definitely exciting. In this chapter, we will discuss assorted topics that will give your game the extra attention to detail, which will add to the experience for the player. First, we will implement screen fade transitions between changing map locations and cutscene transitions. Second, we will implement a nice special effect where the UI and enemy will shake when hit. When coupled with the sound effects from Chapter 8, Oh, No! Looks Like Drama!, the shaking when hit will really make the blows feel impactful. Third, we will explore the static lighting model and how we can implement it for the light sources in BludBourne. Fourth, we will add a nice transitions in-game between the different points in the day based on the current time. Finally, we will discuss the addition of particle effects and...
Mastering LibGDX Game Development
By :
Mastering LibGDX Game Development
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Overview of this book
Table of Contents (18 chapters)
Mastering LibGDX Game Development
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
As the Prophecy Foretold, a Hero is Born
Welcome to the Land of BludBourne
It's Pretty Lonely in BludBourne…
Where Do I Put My Stuff?
Time to Breathe Some Life into This Town
So Many Quests, So Little Time…
Time to Show These Monsters Who's the Boss
Oh, No! Looks Like Drama!
Time to Set the Mood
Prophecy Fulfilled, Our Hero Awaits the Next Adventure
Index
Customer Reviews