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Release notes are available in the discussions (Upcoming: Release 1.0.5 Notes)
I'm a good ways through the sprite creation backlog. Only a few more skill icons and I have to do the saiyan sprite. I'm going to do the saiyan sprite in classic qud style (2-color) because I'd like to handle saiyan transformations by changing the detail color of the sprite (basically controlling hair color via active transformation). Other than that, the last big hurdle is figuring out how to display Ki on the HUD somewhere other than the chatlog, and updating/executing the test plan for release.
I've been kind of lazy about wrapping this release up, I'm sorry about that. There's a lot of cool stuff coming soon.
Interesting, I never imagined that'd be such a challenge. I was going to suggest switching the Sayians so their hair would change color but that wouldn't make sense with all of the different effects in the game. There is an option to turn off your sprite changing color at different health levels so I think that'd help with consistency for the most part.
Also, is it possible to have a similar effect for Super Sayian/Kaioken as being on fire? It looks very similar animation-wise and I think simply switching the colors would make it look pretty badass. Although it could be a nightmare to code for all I know. Just throwing it out there!
@N,N-dimethyltryptamine If you're skilled at making sprites that kind of help would be greatly appreciated. Getting all the sprite work done is currently the biggest set of outstanding work in getting 1.0.5 released
I'm taking some time to enjoy games with friends while they have off for the holidays and will be putting more dev effort back in soon. The Namekian Warrior and Dragon clan bonuses are done (along with their associated bonus skills, Makankosappo (Special Beam Cannon) and Ki Healing. Demon clan is going to take me a bit more time because it's all together new for me to learn (ability to hatch a minion, like King Piccolo in OG Dragonball). Sound effects and pixel art will also take a little bit of time. Overall, probably about halfway done on progress.
It's been made to scale, probably going to tweak when implementing the Namekian subtype. There will definitely be Ki Pool scaling implemented with the Namekian subtype.
While the mod seems to be working well there were some depreciated function warnings in the log. I want to clean these up before sharing the git project, so that there's a clean baseline. I have to figure out a workflow and post a tutorial in the discussions on how to follow it / contribute. Even if I'm not actively playing I'll be willing to code / balance review contributions to keep the mods contents overpowered, but not game breaking. I should have more on open-sourcing sometime next week.