Some updates I made as the alpha has been given to people to check out. I also worked on the character controller and camera controller in general, making tweaks and speed adjustments to make it more enjoyable and smooth for the testers.
Some updates I made as the alpha has been given to people to check out. I also worked on the character controller and camera controller in general, making tweaks and speed adjustments to make it more enjoyable and smooth for the testers.
Hi guys,
I created the Hell Knight and created some behavior for him, with a variety of attack animations that allow him to be vulnerable to your weapons. I also added patrolling that can be enabled for units and I added shields to skeleton warriors to make them a bit less vulnerable.
Also the archers shoot towards your intended path when you are strafing with a bit of randomness to make it more natural.
Still a lot to do of course, let me know if something is particularly bad
So I have completed a few updates this week, first some additions to the axe shown in the video
The axe can now be upgraded to increase it’s effectiveness, normally you throw it and it comes back, now with upgrades it can bounce between enemies as shown in the video, with 2,3 and 4 bounces at least (the system just has a limit I can change and a distance of effect, which can also be upgraded.
I also added a few sounds and a small delay when the axe hits something to try to give it some more punch.
I added actual arrows, with trail, a bow with an animated string and a quiver as well as sounds for loading, string tension, shooting and arrow-woosh…
So the skeleton follows you and it has a range after which he starts shooting arrows while walking, if he gets closer he stops walking and just shoots arrow and if you move away he will continue pursuit.
I had him running like his sword wielding buddies, but that was a bit too much and would be lead to less variety. So zombies are the slowest, archers are slightly faster, but they have a range and skeleton warriors are really fast, but have a short range (melee).
I will add some randomness to his targeting as well and call him done for now (which means awaiting a modeling and texturing pass, basically polish)
Hi guys, more on my wip game:
small improvements in animations, added exploding barrels and attacking skeletons with temp wooden sword
I will be making an archer version of the skeleton, as well as a zombie that throws bile. Next are the Hell Knights and the Mini Knights. Oh and Death’s Scythe
Facing zombies in the graveyard is the most likely going to be the first experience you will have in the game, I want to make it enjoyable and juicy. So I went over the zombies and made some quick textures, including normal maps, even small details like the chunks missing are noticeable and readable during action, this is probably close to the final look I will be going for, at least for the first version of the game
So I have more free time now and I am ramping up production I implemented all 3 zombies with giblet versions and a new enemy type, also in-game and breakable :
A closer view of the skeleton with flaming eyes:
I also spent some time polishing the gun, both the bullets and the related animations
I will implement some attack animations and post an update during the next days. Then more items and more enemies to finish up what I need for the first level. Stay tuned
So as I was working on one of the skeleton enemies – for which I have the intention of them exploding into bones like I did with Bashing Orcs – I figured I could make giblet versions of my zombies as well and give them that extra juice.
I spent Sunday morning cutting up the zombies and then in the afternoon I implemented the code: