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Showing posts from April, 2022

Apr 24 Update

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The prototype model for the boss character is mostly done, her name is Seraphina (on left). Rhys, the protagonist, is on the right. I had some trouble matching the 3d model to the 2d art style, since I don't really copy the 2d art to make a model, it seems to mess it up more than it helps me. Its also not a priority right now. Some notes on the rigging. I wanted to reuse armatures, I also reused Rhys' meshes so I duplicated the blend file. This was one of the most annoying things I have ever run into. The animations got duplicated, the meshes didn't match the armature. There were somehow animations on the meshes as well and this created problems. Its best to delete every single animation and armature and start from a fresh mesh when modeling then append the armature object itself once the mesh is complete. Then before adding the mesh to the armature, modify the pose so it fits the character and apply as rest pose. Then the last step is to attach mesh to armature.  Later on,

April 16 Update

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Mostly sounds in this update. Some of them need a lot of work, especially the spear sounds. It'll be an iterative process like most things have been. There's still a lot of missing ones, but I'll add them in gradually. Last update mainly covered the new visual stuff. One small change that happened was Godot 3.4.4 fixed some bug with shadows and now the walls of the canyon actually cast shadows now. It is nice - screenshot below.  I'm still working on a prototype model for the boss char. I'll probably have to write out separate boss ai, cause the one the flytrap uses is very basic. I also have made a prototype for a boss arena. No idea if it'll work with navigation path and everything but may as well try. I didn't want to do something too static and simplistic and I wanted something with a catch to it. Once I make a few additions to it, I'll post a vid.