Finally calling this character done! Excited to move onto the next project. https://youtu.be/Ek0qJsuPm8M Godot Character Shader Weapon Shader Platform Shader Weapon panner effect mesh with a secondary UV channel Effects Textures
Got pretty busy and fell away from this project for a while in the middle of reworking the textures for the player character. Trying to get back to it by doing some more concepting for the project. Here's a potential boss character WIP.
Character and weapon model finished for now. I'm sure I'll have to nudge some things a bit more as I get textures painted but for now I'm going to move on to the UVs.
This is amazing work. Your characters and animation are great. I think you should push the environment yet you are still in progress. Any plans to package an indie game release out of this?
Hey @Will_Maccabe thanks for the kind words! I definitely want to push the environment some more and have some ideas sketched out for something more fitting for this new character. I want to do another pass on the player character at some point as well. I'd definitely love to expand this project further but for now I'm…
Thanks @Crazy_pixel! I've been having a lot of fun with it. Been working on various rusty metal assets to help add some character to the scene. Need to do a pass on the cage and chains to help unify them with everything but figured I'd post a WIP since it feels like its been a bit.
bout shadows hmm would be good to see some more of the character movements and such in them, right arm left arm strikes ect. Otherwise cool updates. If it is not do-able its not do-able, its cool just something i thought on first glance.
Getting some rough VFX in there for the dash and polishing up transitions a bit before doing another pass on the poses/anims. I had to script in some functionality to rotate the VFX according to the character's forward direction since the forward vector of the pawn never changes in relation to the camera. This allowed the…
I haven't been able to find a solution for dynamic shadows that doesn't completely destroy the dark atmosphere I'm trying to create so I've been experimenting with non-projector-based blob shadows. Since I want to have a lot of enemies on screen at once I thought this might be the better route to go. I'd like to expand on…