@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…
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…
Nothing too add, other than it sure looks like you'd piled on a load of work so take back what I shared earlier - anyhow may the game gods smile on this and your other dev project, too B) OT: Btw if you don't mind, been searching for a UE4..2x download for ages but can't seem to find it anywhere, even on epic's site....so…
edit: anybody has any critiques for these illustrations I'd love to hear them. "Finished" this illustration. There are a few bits of detailing I'll poke at here and there, like making some of the horses faces more distinct. Also moved the text to a separate layer so its more modular. I might settle on a different text logo…
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…
Before sending in enviro art I've cleaned up the materials. Using material instances it is possible to basically use inheritance but for materials. So I have a few hierarchies so that I can easily tweak value, color, and other parameters for various groups. For instance, I have all enemies sharing a common material, all…
Past few days been animating like crazy but it's not stuff I will show because spoilers, just a snippet. I have been working on cut scenes that happen before and after boss battle. The only reason I do this now is because the student doing music (for his final project) needs to have something to show along with the tracks…
The main problem I want to get around is that there is too much work for a solo developer. How can I make smaller games? (…I'd assumed was rhetorical?!) However TBH, I think it's all relative. Basically in my opnion probably determined by ones character traits/workethic i.e. what might be a personally reasonable investment…
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.…
Thanks @zetheros I go back and forth on how far to push it. Sometimes I love it, other times I feel like it's too heavy handed. But the buildings will get eventually get some accent colors which will break up the monotony of yellow, so I better wait until materials are in place before making a final decision about lighting…