bout shadows hmm would be good to see some more of the character movements and such in them, right arm left arm strikes ect. Otherwise cool updates. If it is not do-able its not do-able, its cool just something i thought on first glance.
I think may you will have a problem in the future if you keep going in this way, the main character and the enemy have a too similar silhouette, from a normal distance read similar and I think that is a problem, mmm maybe you can fix it with colors but dk.. Overall looks really cool your models and design ^^
Getting some rough VFX in there for the dash and polishing up transitions a bit before doing another pass on the poses/anims. I had to script in some functionality to rotate the VFX according to the character's forward direction since the forward vector of the pawn never changes in relation to the camera. This allowed the…
I haven't been able to find a solution for dynamic shadows that doesn't completely destroy the dark atmosphere I'm trying to create so I've been experimenting with non-projector-based blob shadows. Since I want to have a lot of enemies on screen at once I thought this might be the better route to go. I'd like to expand on…
Finally getting around to redesigning the player character and working on my concept/design abilities. Going to stop dancing around it and move towards a full on WoW hand painted style. This is still WIP but felt it was at a place I'd share. Once I finish the rest of the orthos I'll model him out and see him in engine.…
Got the new model in engine and ended up stripping the color out again, lol. Can't seem to break away from the original grayscale aesthetic but I'll probably do some more color experimentation. I need to figure out how I'm going to handle character shadows soon, too. Since I intend to have a lot of enemies on screen I'm…
So that plan changed reeeeeaaaal fast. The process takes way too long for what I have time for these days so I'm trying to figure out a different approach which is based more on the original style of value fills with pixelated line work and adding color with some edge highlights. I'm also going to test out a stepped…
Hey @vilop1998 thanks and I appreciate the feedback! Admittedly, I hadn't really thought about the similarity between the enemy and player silhouette causing a readability issue but it's definitely a valid critique and I'll be thinking of ways to address it. Nothing is set in stone and the player character will be getting…
Got the skeleton hooked up in Unity and having a bit of fun beating up on him. Animations are currently the same as the player character since they share the same rig - I'll be making new animations at some point in the future. I've also been playing through Hyper Light Drifter again for some inspiration and got my hit…