A bit of progress in level blockout, but much was experimentation and figuring out what not to do. That's not progress anybody wants to look at but I think it's good to mention and note a few lessons learned. Fighting on several fronts and it feels like too much. Difficult to figure out where to focus. So what is the…
@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…
https://www.youtube.com/watch?v=Lpx770Nnh58 Okay, here is mostly complete blockout of the level. Some portions are still pretty sparse, but I am content with each engagement, general difficulty and pacing, and overall flow of the level. The last section (the wooded path from agora to acropolis) is no combat and I might…
@Fabi_G wow! thank you so much. you ever have that feeling like you know you have forgotten something but aren't sure what it was? That's how I felt about these illustrations. Like they were close to what I wanted but not quite sure how to bring it all together. Your examples make them feel completed rather than abstract…
@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…
No new art here, but wanted to share this theme song that was produced by the student. https://www.youtube.com/watch?v=5d0yw3fmOMo Awhile back I saw some post on unreal forums that a student needs a game project to write music for as their final project for music school or something. I figured it would probably be some…
Okay, a little bit of headway has been made for the level geometry. I have done a bit of enviro art before but not at a scale like this. So I had to do a bit of experimentation to figure out how I'm gonna handle this all. The first big question is, "what do I actually need?" That stymied me for awhile so I decided to just…
shader looks kinda jank, maybe take a look at Genshin or Honkai Impact. I think it looked better without the shader, and decimated zbrush models are terrible for actual in-game assets. Art is always never simple, because it doesn't matter if you're doing pixel art or PBR - there are methods of increasing the fidelity of…
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…
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…