#ScreenshotSaturday: Movement Level Up!

Character Leg Animator

This saturday, we’d like to present you our new animator system. In a brainstorming, we decided to split the character in several animators, like the leg animator which you see above. This way we are able to perform mixed animations like walking backwards and strafing. Combats will be much more dynamic and challenging. Last but not least, you will be able to customize your character in every corner 😉

Week In Review: Perfectionism

This week has been used to optimize our first animations and to consider user feedback 🙂

Visuals

  • Main character walk animations revision
  • Main character idle animation with revision
  • Main character run in progress

Code

  • New HUD bars
  • Stamina added
  • Combat system setup in progress
  • Input manager refactoring
  • Minor improvements and fixes
  • Animator system refactoring

Weeks In Review: Time for Refactoring

The past few weeks have been used for every coders favourite task: refactoring! In simple words: we took our working features and revised them with new knowledge and better performance. This is intense work with no visual outcome, but utterly necessary to keep the performance and project architecture in good shape.

Visuals

  • House interiour
  • Toilet interiour
  • Main character walk animation sketch
  • Main character animation in progress
  • Water shader with moon reflection in progress

Code

  • NPC sight with obstacle consideration
  • NPC sight memory
  • Sprite management refactored
  • Mist shader refactored
  • Sprite override (when equip armour) refactored
  • AI refactoring
  • AI tasks
  • Baked pathfinding paths
  • Pathfinding grid refactoring
  • Pathfinding A* refactoring in progress

Week In Review: Let there be light!

Last week has contained some free days, but still progress has been made!

Visuals

  • Main character design and animation in progress
  • Water shader with moon reflection in progress
  • Crops shader improved
  • Day / night cycle improved
  • Sprite lighting system with lightmaps
  • Sun orientated dynamic shadows
  • Sprites receive shadows from light sources

There will be a demo video of our new lighting system this week, so you dare not miss it!

Week In Review: ‘The Mill’ and shaders, shaders, shaders…

Let’s bring you up to date with our weekly summary!

Visuals

  • Second scene ‘The Mill’
  • Main character design and animation in progress
  • Sprite distortion via shaders for dynamic wind visualization
  • Shader for 3D mist effect
  • Dithering shader for new field of view visualization

Unity

  • Implementation of our second scene
  • WeatherManager refactoring
  • Manual and dynamic weather feature
  • LockDirection feature for upcoming combat system
  • Learn the ropes of shaders
  • Several fixes and minor improvements
  • Combat system performance boost
  • Combat system in progress
  • Character editor in progress

Check out our recent weather teaser and don’t miss our main character revelation on next #ScreenshotSaturday! Take care!

Shader Magic

Our programmer and technical artist Tony summoned some mystic shader magic and now we have softly swaying grass, trees that move in the wind and little butterflies roaming around. We are really happy with how it turned out and think, it really helps make the world feel more alive. What do you think?