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But I can understand, that it would be a huge pile of work on top of the other things.
So it would be okay for me, if it's to much to implement in the end.
It's awesome to watch it grow and get better with every update (even if this visual stuff maybe won't make it into the game in the end).
Thanks so much!
It's the other way around actually... tech is there but not resources!
Drawing an icon is just a single frame, fitting an item on all classes (and all their animations) is well over 200 frames to draw - per item.
Though I guess you're correct anyway since I gotta make a new animation system that doesn't require each frame to be drawn by hand :)
Just ~2 weeks left now!
Although I guess a workaround for adding localized particle effects on a character sprite would be to calculate what the positions of certain "items" are on the sprite throughout movement frames (i.e. what's the position/location of the head throughout the animation of your character moving). Then, when you equip a legendary , you get a spell buff ( is there a limit on how many you can have? I haven't used Game Engine ) and all that does is adds an aura/particle effect to your character ( since you only have that to work with ) and then offset it to bring it to around where the head is ( since you know its location relative to the 0, 0 position of the sprite )
I think that should work? Maybe , then again I have no actual experience in using game engines and game design , but this makes sense in my head : D