A large structure lies ahead. As you draw nearer you see an old stone wall across the clearing. In its center an iron gate, skewed, rusty. And besides the gate two towers, one nearly destroyed, the other still standing. Was this what this battle was about? To invade the now forgotten realm beyond the gate?
You follow the old road a bit further. After some more abandoned war machinery you stumble upon something. As you look down you see a skull in a rusted helmet. You gaze further ahead and see an old battlefield, spiked over and over with arrows. And beneath the arrows you see corpses. The mortal remains of soldiers that died long ago, embedded into the grass, overgrown and withering.
The old farmer tells you, that there is a secret hidden deep in the woods. After searching the woods for hours you find a clearing. You move forward, cautiously, on guard. The first thing you see is an old road, overgrown and not used for decades. Followed by old, decrepit weaponry, rotting away on the gras. What could have happened here?
Since we haven’t talked much about the people behind Rubikon yet (and because we are more of a social media-shy bunch in general), we take the chance and present our team in the most appropriate way: An old school character sheet 😉
The first one is our artist Turbo Torbo, master of the pixels at day and game design contributor at night.
Stay tuned for the rest of the team in the coming weeks!
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 🙂