Here's a few unconventional minotaurs that I liked, Kai from kung fu panda Motaro minotaur version from Mortal Kombat A miniature from warhammer Berserk Anime - eh, similar to above, though I don't know if I should say the characters name since its major spoilers. I recommend watching the whole anime it might influence…
Athenian soldier and hoplite have enough animations to be playable. Now headshots and shields matter. If you headshot guys with a helmet it knocks them on ass and does small amount of damage, but doesn't do bleed damage. But in the second they are down you have opportunity to shoot their body or get away.…
Okay a few things worth noting. got most of the teaser trailer characters rigged and made just enough stepped animations to confirm the timing for the entire trailer. I won't share the actual trailer until after I've premiered it publicly. I'll show a few screenshots though. Keep in mind the environments are very…
Too much distractions in house to be able to focus on grinding out the last couple characters and animations, so did some easier work setting up a proper stylized shading system. Previously I had used some post process materials which basically act globally, and then if you want target specific things it's a pain in the…
got rig for the persian setup. she swaps between sword/shield mode and bow mode so a few extra controllers for that. She also has some dreadlocks and skirt to be simulated but setting that up is tedious so i do it later and keep knocking out the big things for now. The good thing is that rigs and animations are starting to…
bit of blockout for the minoa palace. like the main stairway on right but left side I think should maybe tone down the columns so that pathway ahead is clear focus. maybe see more of the city rising onto hills in distance on left side to give sense of vastness. I'll only show it from player perspective so I think maybe…
yeah that is something to think about that i hadn't got to yet. His silhouette should work well during his common locomotion and attack animations, and also communicate how he will move/attack. I hadn't got that deep in the character, more just thinking about art style in general, but I should probably back up and maybe do…
a lot of work done on the character controller but probably still a few more days to complete its overhaul. notably, I changed the dive from root motion to act more like traditional jump. it consist of three separate animations, a begin, a looping middle, and an end. This way the distance of the jump can be configurable…
@iam717 thanks for feedback! that dive animation is still using my initial "just get it working" attempt. should be able to get it looking better with another go at it in future(hopefully). main thing is that i want it to feel like a hail-mary, "i dont want to get shot today" combat dive, and not an overly-choreographed…
https://youtu.be/mdCZePVvFRk* Integrated two new satyrs. * added combat movement (crawl, duck, dive) to help in dealing with enemy archers. I couldn't find any reference for the dive animation so just made it up from memory of army times. It's fine for now, makes the gameplay work how I want. Naturally, most of these…