Zetheros
Developer
Hey Exanimates,
This week has been all about Force thaumaturgy and laying the foundations for casting mechanics, animation, visual effects and sound design. Figuring out how these core mechanics work is an important step that's often difficult to navigate and gives us something rough but functional in game to test and develop further.
With the tools that came with the new renderer we can mostly develop the visual effects directly in game with real time results, which makes for a smooth iterative workflow. We already have some passable procedurally animated effects, but we still want to improve them and add some nice dynamic interactions with physics. There's quite a few force powers, but they all share the same basic visual effect style and mechanics, with a lot of the variation being a matter of shape and size.
In terms of sound design we've largely been identifying the key elements of the sound, which once again will be shared across most of the powers. We've built up a nice consistent set of punchy, warpy sounds that should cover most if not all the powers already.
With something already up and running in game we're immediately seeing the results of our work and it's quite fun. There's definitely a lot of work to do, but we're getting through it and we'll keep you updated on our progress. Force will add a lot of new tactical and strategic elements to the game and we're excited to see it come together.
Have a great week!
-the BM team
This week has been all about Force thaumaturgy and laying the foundations for casting mechanics, animation, visual effects and sound design. Figuring out how these core mechanics work is an important step that's often difficult to navigate and gives us something rough but functional in game to test and develop further.
With the tools that came with the new renderer we can mostly develop the visual effects directly in game with real time results, which makes for a smooth iterative workflow. We already have some passable procedurally animated effects, but we still want to improve them and add some nice dynamic interactions with physics. There's quite a few force powers, but they all share the same basic visual effect style and mechanics, with a lot of the variation being a matter of shape and size.
In terms of sound design we've largely been identifying the key elements of the sound, which once again will be shared across most of the powers. We've built up a nice consistent set of punchy, warpy sounds that should cover most if not all the powers already.
With something already up and running in game we're immediately seeing the results of our work and it's quite fun. There's definitely a lot of work to do, but we're getting through it and we'll keep you updated on our progress. Force will add a lot of new tactical and strategic elements to the game and we're excited to see it come together.
Have a great week!
-the BM team