It's amazing how even a little bit of set dressing and some music can add a lot to the overall feel of the game. Some random notes that came to mind: -I like the addition of the cypress trees. They break up the skyline. It might even be a good idea to have other types of trees for some variety in shape and size, as some…
Like the new environment for the "fight" with the evil ladies, i enjoy seeing the arrows zoom by, they move around better and that hill part was pretty neat, i enjoyed the hiding near debris. Neat to see the project management tools breakdown of days and how you use your modeling application to do more instead of working…
Tested out maya live link with unreal and it's pretty good to be able to preview animations in real time. But feedback is a bit choppy so its really only good for blocking in. Little details don't read at all. Not sure if it really speeds things up or not, but definitely nice to get some immediate feedback. Character…
Project review: Getting close to six month review. I make a full review after completing my next milestone but a few short notes might be worth sharing here. In previous six months I have:* completed prototype, which tested out a few combat mechanics and discarded many ideas to focus on a focused ranged-only design *…
A few updates: Was getting creative burnout from so much level blockout and trying to start with characters just wasn't happening. I did get together plenty of concepts and grabbed a few models that might be used for base meshes. Shifted gears to some more techy stuff. Working on a tool to export objects by name from maya…
thanks sacboi! I feel like I've been making progress very slowly with the level design but things are starting to get moving. i didn't expect it to be as big a deal as it is - so far it has been the most challenging aspect of the development. But it is also area I have less experience. Had done a bit of enviro art and…
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.…
https://youtu.be/Z9ZDtqA9Cqo Got the biggest forms of the level blockout done. That is major landmarks, boundaries, and space for all of the major engagements to happen. Now I am beginning to go into each of the major "zones" and refine a bit further. I am not developing a modular kit yet because the type of architecture…
@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.…
Absolutely! I didnt want her to be naked so I made a basic tunic. Her outfit will be intrinsically tied to progression mechanics of the game, so I am waiting until I have that more dialed in before I commit to intensive art like that. A lot of the progression design I am still iterating on with paper planning. It's changed…