We are slowly but surely chipping away on our character animations. Here is a rough preview of our light attack animation. You will be able to attack with a single hit, a combo or a heavy attack later on. What do you think?
Take a look at our controller key bindings! It’s based on Dark Souls’ control scheme mixed with twin stick aim because we love fluent and intuitive control experiences.
You can walk and aim at the same time, you’re able to perform a light and a heavy strike, you can sprint (watch you stamina!) and of course do some parrying. If your sword is sheathed, your character will draw it with a strike input first. You will also be able to perform a thrust attack while running and do some strike combos.
There are a lot more dependencies to come, but all in due time 😉
Last weeks Screenshot of our animation controller in Unity got quite some attention. A lot of people mentioned, that we should look into blend trees to improve the controller. So our programmer Tony reworked the controller this week from the ground up. Looks so clean and organized now and it will be way easier to use in the the future 🙂
This week we spent some time figuring out our main character Ketu. A rogue-ish and agile person, grown up on the road, travelled from far away to finally find some answers. But answers to what questions? Well, we won’t tell you yet 😉
“But can’t I play as a woman instead” you ask? We got you covered. Customization options are already planned, to enable you to change up your character to fit your taste. Neat, isn’t it?
For this weeks Screenshot Saturday we present you our second location: The old mill. Down by the creek and over the old bridge lies the home of a lonely old, broken farmer, tending to his crops and waiting for the fall.
It is the second stop the player reaches in our gameplay demo. We tried to create a solitary and melancholic atmosphere here, do you think we managed? What detail do you like, what gives you the feels?