Category Archives: Videos
Bring me to church – alpha v0.3.5
Filling out level 1 with more stuff, making adjustments to enemies and paths. It’s like a construction site here. I’m hoping to be finished in the next 2-3 iterations.
New things to expect in very next build?
In the meantime check out the new build and let me know your thoughts!
Bigger Map video
New cam/controls and fixes video:
First youtuber video – GrayDeathSociety
This is the first video someone made of the game, they found it on itch.io and played, here it is:
They even found a few bugs and that pushed me to fix them asap – the new build is already up.
Auto-targeting and Roll evade
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.
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.
Archer feature complete
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)