Okay I haven't reached next milestone but learned quite a bit in last week. Initially I was turned off by Unreals viewport tools so decided to do level blockout in maya instead. It is definitely feels a lot faster because you have many QOL things like isolate select, invert selections, full suite of modeling tools,…
@zetheros I've done that already - the planning. What you've described is kind of where I am right now - developing the assembly line by conducting research and doing experiments. Along with that I am also iterating on game design, starting from the master plan and trying to verify that all of it makes sense in practice.…
@iam717 I appreciate the insights. The glitchy side to side movement is a bug, or rather a fault of the the AI code that I'll clean up a bit later. Basically they are deciding where to go every 1/4 second and if they are already locked to a decision they will then override this - it's order of operations needs tuned but…
I've got two variants of the satyr blocked in. Keep in mind this is preproduction type of work - in addition to exploring basic theme and style for art, I am also developing the overall assembly line. I decided to add an additional satyr variant. I had a skirmisher and a charger, but I decided to add an archer as well.…
To be honest @Fabi_G , I haven't really given that a proper consideration. The inspiration for the game started probably waaay back when I first played Morrowind. I always played archer builds (same in subsequent elder scrolls games) but I wasn't completely happy with how it worked in those games. Later there was Demon…