Dec 11 Update

Just a bunch of random stuff this update

Halberd now has a full set of on ground attack animations, still thinking about the air ones.

Running and Idle now have separate animations based on each weapon. They're not great but they exist. I'll be iteratively improving them since I'm still learning how to animate. I am now working on more character designs. For now the characters may be placed in as sketches for placeholders rather than anything too finished.

Gauntlet has tweaked particle effects and also particle effects for movement as well. There's still stuff to be done, for example the launch for gauntlet is supposed to toss a rock into the air as well.

 I adjusted the look of the environment slightly so I have more shadows, before I think it was too bright. At the same time there's no shadows cast on the terrain by the walls of the canyon and I'm not sure why. 

 I've added some screen pause when hits connect but I think screen shaking will be needed for more impact.

In addition, I've added a dynamic fixed camera. The camera's location is semi fixed although it interpolates itself to partway for the players position. In addition it also rotates to keep the player in the middle of the screen. 

I've also built out the interior of the castle a bit, but I ended up resizing it thinking it looked too small, so now it just looks empty instead, so I'll need to make some more junk just to have it laying around.

I was looking at some other games for visual style and I noticed some used celshaded graphics for their characters but the usual phong shading for environment, so I think I'll stick with that style since I've been liking how the default lighting style works on many of my environment models.






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