White fade away
I've uploaded a missing wind sound effect from the previous update (for when running, etc.) and now when monsters die they turn somewhat white or gray more like in the PlayStation version.
I'm trying to work on the "BSP" system for hiding sections of the labyrinth that are invisible like in Wizardry, but for some reason it's not working out. I can't tell if there is something fundamentally wrong or if it's because KF2's tiles don't position walls in the center of the tile, but off near the edge instead. I'm close to getting it working, but I'm going to have to "reverse engineer" the compiler's algorithm, and try to understand it to make a fix. I've already extracted the code on the player side, but I don't understand a lot of it yet.
Oh and, I don't know if I've said so, but a while back I worked on generating icons for the tiles in 2D and you can see some of those results in the background at https://www.reddit.com/r/SwordOfMoonlight/
Files
Get KING'S FIELD 25th PROJECT
KING'S FIELD 25th PROJECT
King's Field II memorial demonstration of Sword of Moonlight (2020)
Status | In development |
Author | swordofmoonlight |
Genre | Action |
Tags | First-Person, Ghosts, Magic, Mystery, secrets, Skeletons, Slime, Swords, Tentacles, Virtual Reality (VR) |
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Comments
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Is there any plans to implement mouselook similar to the MouseInjector patches for king's field games on Duckstation?
There's limited mouse+wasd but it's mainly for developers to use, and not recommended.