Had to take a break from the enviro stuff my hands were hurting from it, so I knocked out a bunch of short coding task and also made a few additional outfits for hero, in addition to improving the textures. Will be working on second pass at enemy character models and then animations in coming weeks before finishing out…
Here's some play testing first level after blocking it out in unreal The basic synopsis is: you are an amazon warrior, it is early bronze age on your way to athens, something terrible has happened, the city is sacked, the soldiers are like zombies, and monsters are doing monster stuff fight through the streets, at shrine…
Ah yes, good if such a project aligns with ones interests. Forgot you also wrote that you're interested in animations. Based on my own (small) experiments, I just worry when much weight is on visual/non-gameplay features - will the whole thing die if they can't be realised within budget? But I suppose that's also game…
After much playtesting I've developed an optimized way of playing the game. Now in this overhaul of character controller I am trying to make it so that it is as intuitive to play that way as possible. Previously I had an extra button for combat stance, which ducks and crawl / ducked run. And then another button for dive.…
Frustrating previous two days. Its not an art update, however could help somebody avoid similar issues and maybe for somebody looking for a job at game studio it might give some notion what sort of stupid issues you might see from time to time. So first big issue was that I was trying to solve a little issue where my root…
Okay finished an experiment to go for more stylization with the characters. I built a new model for the main hero character. This time I only did basic low poly modeling and just flat colors for materials. Just push and pull vertices in maya, no sculpting or complicated workflow. The minotaur model is the original sculpt…
I enjoyed it all, i am not like others with these sexiest situations, it is what it is, but i guess to be more along the lines of "decency", i suppose i can see someone somewhere having an issue with it, i thought it was hardly noticeable. The drop kick would be cool to see ass some sort of random attack? rng based. I…
@Fabi_G Thanks for feedback. I think I agree with all of it. Looks like the level geo will have me busy for awhile but eventually I'll be rehashing the characters and animations a bit. I'm planning on having a reward to improve the dive so that you do an immediate recovery so you maintain momentum the whole time. Hadn't…
@Bolovorix thanks! @Fabi_G , thanks! I hadn't considered player placed traps, but I have sketched out some ideas for environmental traps. I was thinking that some enemies might not be possible to defeat directly with your firepower, but have to be lured. Regarding visual design, I took a look at Ashen and thats definitely…
@iam717 thanks for the great feedback I agree about the enemy satyrs having a short range attack. There is code for that and if they run into you while jumping it causes damage, but I haven't made animation for it yet. my original idea was they do like a kangaroo drop kick with both hooves. Agreed about the jumping being…