March Update

 I've been busy with some personal stuff and without access to my usual computer, so that's the reason for the lack of updates recently. I've still been working on things, just slower than I was before. Spears gotten a set of air animations and I've changed up some of swords anims because the combo chain was too short before. Its still not done cause Sword4 - Sword5 needs something inbetween. The spear animations don't have particle effects yet, but I want to emphasize range for them. So far the differences between each weapon are, sword -medium range, medium damage, fastest, also lots of mobility. Fists, slightly slower, lowest range, hits hard, maybe there's some stun in the future. Spear, slowest, longest and widest range, med damage - and I'm thinking about how to really emphasize the range in the attacks. It would be important to have different enemies and enemy situations that would make the full use of each weapon.

In general the attack system feels much better than it was when I first started. However, I feel like it might be a good idea to develop a more challenging enemy, specifically a boss, next just to really see what kinds of additions would be useful for utility. I'm planning to do a small self contained silly story + boss fight for the demo just to see what players think about the combat system. Release time is still planned for the yuri game jam at the end of the year, hopefully.

I've just started working on sound effects and I am a beginner at them, so progress will be slow on that until I figure things out.

I'm working on a boss character. She has a sketchy portrait so far (it is below), and is a very dapper lesbian. I'm working a prototype model, and found a nasty obscure-ish bug? feature? in Blender. Apparently if IK bones are angled too straight in the rest pose, the bones can bend the wrong way in IK mode no matter what your pole target is. Things to keep in mind when adjusting skeletons for other characters.



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