Kieran
Developer
So, another much awaited update. We're sorry about the delay, we were well under way and then we had some hardware and other problems.
A lot of people have been asking questions about how the combat controls work, whether we can handle multiple characters and expressing concerns about the quality of the animations. Hopefully this update will give you some answers.
For this video we also put together a whole new environment type, a wasteland. It still needs a lot of work but we wanted to demonstrate how quickly we can produce different environments using our systems.
Click here for full size Image
Click here for full size Image
Madoc has coded some new AI and behaviours so we now have combat with multiple participants and a character fighting alongside the player. We've finally killed that ogre for you too!
We've explained the controls in the video. As you will see, player skill is paramount but the controls are very simple. We can't convey it with a video but it really is a lot of fun and hugely addictive. The very dynamic feel of the controls and the unpredictable nature of the physics and characters makes for some extremely engaging gameplay. You'll be giggling like an excited 5 year old every time you play. We've played it a lot and we still do!
ABOUT CHARACTER ANIMATIONS
The inputs for our animations are hand crafted. The animations currently in the game were made by Madoc while he designed the system and tools behind them. Madoc is not an animator, nor a swordsman and he had plenty to do besides making animations! Hiring a professional animator is at the top of our list of priorities and we are already taking some under consideration. The dynamic behaviours and procedural elements of animations are also something we hope to improve significantly so that the characters appear more reactive and sure footed.
In the first part of the video Kieran demonstrates how the controls work. Most of the weapons in our videos are supposed to be heavy, in the first part of this video we decreased the mass of the weapons, sped up the animations and removed some of the worst wobble from them. The animations are still amateurish but hopefully you can see that the worst problems come from the quality of the animations.
A lot of people have been asking questions about how the combat controls work, whether we can handle multiple characters and expressing concerns about the quality of the animations. Hopefully this update will give you some answers.
For this video we also put together a whole new environment type, a wasteland. It still needs a lot of work but we wanted to demonstrate how quickly we can produce different environments using our systems.
Click here for full size Image
Click here for full size Image
Madoc has coded some new AI and behaviours so we now have combat with multiple participants and a character fighting alongside the player. We've finally killed that ogre for you too!
We've explained the controls in the video. As you will see, player skill is paramount but the controls are very simple. We can't convey it with a video but it really is a lot of fun and hugely addictive. The very dynamic feel of the controls and the unpredictable nature of the physics and characters makes for some extremely engaging gameplay. You'll be giggling like an excited 5 year old every time you play. We've played it a lot and we still do!
ABOUT CHARACTER ANIMATIONS
The inputs for our animations are hand crafted. The animations currently in the game were made by Madoc while he designed the system and tools behind them. Madoc is not an animator, nor a swordsman and he had plenty to do besides making animations! Hiring a professional animator is at the top of our list of priorities and we are already taking some under consideration. The dynamic behaviours and procedural elements of animations are also something we hope to improve significantly so that the characters appear more reactive and sure footed.
In the first part of the video Kieran demonstrates how the controls work. Most of the weapons in our videos are supposed to be heavy, in the first part of this video we decreased the mass of the weapons, sped up the animations and removed some of the worst wobble from them. The animations are still amateurish but hopefully you can see that the worst problems come from the quality of the animations.