Hello, everyone! Now, let's take a look at this week's progress!

Please download it from here. The new password is "TDhGNTvqizA5XXm".
I apologize; this month's updates are limited due to voice actor-related work and New Year's matters.
The time has come to complete Zdrada's attack VFX, which has long been a placeholder. Initially, I planned to create unique VFX for each action as usual, hand-drawn.

However, for various reasons, this method was rejected.
The second issue was particularly challenging. After trying several methods, it was found that using polar coordinate transformation could create clean shapes. After some trial and error, the following results were achieved.
Before Transformation

After Transformation

If the VFX is prepared in a circular form, you can adjust the angle in Unity to achieve the desired shape. All of these use the same image.


Additionally, for a powerful attack, a different slash sprite was created.

Zdrada's attack looks cooler now!

I also started working on smoke, but that's it for this week.

Now, during VFX research, I realized something crucial. In fighting games, flashy effects are better. While I felt something was lacking in Helltaker, and one of those things is undoubtedly VFX. It needs to be more significant, with an increased number. Being satisfied with character sprites alone will result in a visually lonely screen. This will likely become the development theme for next month.
I formally requested new voice orders and retakes from the voice actors. I explained the key points of each line and also got their ideas for the lines. With a deadline set for the end of February, these can be implemented in the demo next month.
That's it for this week. Have a great weekend!