May 2023
Straining against the entropy of project fatigue ;)
Not much more to report than another enemy developed, the flying skeleton warlock. This model came together quickly and I managed to get the unity cloth system working in a non-hilarious way which was satisfying.
All animations were done in unity which was a totally new experience, I'd never thought of animating a character in unity before but the simplicity of this character (Look ma, no legs !) lent itself pretty well to the task. There's also no IK rig at all, everything was done with positioned transforms, this meant the character went from starting the model to fully implemented in about 3 weeks. *cough* bottom line, I'll be doing more enemies this way.
Another level is in development, well at least the collection of environment meshes which are mostly derived from the first level, just used and combined in new and interesting ways.
I also spent a lot of time getting the action map to work with the PS4 controller, another new experience was ensuring it worked with all the menu buttons on the main menus and pause menu, pretty satisfying.
The biggest task that remains before a "nice" looking demo can be released is the modeling of the main character, this will likely take another couple of months minimum. I also need to nail down the magic animation which so far has been really silly to implement, but animating the skeleton warlock magic attack finally gave me a good idea how to do it and it shouldn't "hang" any more.
Making games is hard.
Til next time ...
moar screens
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