Alec S.
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« Reply #40 on: November 04, 2015, 03:38:15 PM » |
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Posting to follow. Your 2D level design tutorials really helped me out, so let's see what I can learn from your 3D endeavours.
Thanks, I'm glad to hear it! It's been an interesting challenge to transition to 3D level design, both in terms of the workflow and actual design (although very fun as well, I grew up with the N64, so I've always wanted to work in 3D)
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Ben K Evans
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« Reply #41 on: November 04, 2015, 06:07:00 PM » |
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Ben here. Here's some preliminary sketches for minibosses we came up with at the aforementioned brainstorming meeting.
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Zorg
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« Reply #42 on: November 05, 2015, 12:30:57 AM » |
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I just noticed the hero does not wear a helmet, i never thought this should be hair until i returned to the first page and saw the model sheet. You could add the ears and give him a haircut.
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RunoverSnoozer
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« Reply #43 on: November 05, 2015, 03:22:51 AM » |
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Looking good! Are you going to drop anypart of it in the /playtest soon? =)
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YaW
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« Reply #44 on: November 05, 2015, 05:50:27 AM » |
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Wow, such a curious idea. Loving and following this game already. Are you planing to publish a demo?
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Alec S.
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« Reply #45 on: November 05, 2015, 09:37:51 AM » |
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Thanks, everyone! I've been planning on putting together a demo build at some point, but I want to make sure things are polished enough/all the components I want are there. I just noticed the hero does not wear a helmet, i never thought this should be hair until i returned to the first page and saw the model sheet. You could add the ears and give him a haircut. I always forget about ears...
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b∀ kkusa
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« Reply #46 on: November 05, 2015, 10:22:51 AM » |
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oh no i always pictured the main character as a futuristic Anton Chigurh with his bowl cut .
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Alec S.
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« Reply #47 on: November 05, 2015, 10:42:56 AM » |
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Adding ears, pulling back hair a bit from the sides. Hopefully this will make it more clear that it's a pompadour.
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Alec S.
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« Reply #48 on: November 07, 2015, 10:57:56 AM » |
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Once again reworked how the Barbarians behave. It's been really hard figuring out how to get close-ranged enemies into a game like this, where the player can't really look or attack behind themselves (and where attacking to the side is a bit awkward). Previously the barbarians charged at the player from the front and if the player got out of the way, the barbarian just kind of ran off behind the player. Now the barbarian will back up after a charge. They still only attack from the front, but now they can move back into position in front of the player after having changed.
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Alec S.
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« Reply #49 on: November 14, 2015, 02:12:35 PM » |
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Rough experiment for the Desert environment
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Superb Joe
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« Reply #50 on: November 14, 2015, 03:20:07 PM » |
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i approve of green jackets, ginger hair, and walking like youve shit yourself
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Alec S.
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« Reply #51 on: November 17, 2015, 03:34:00 PM » |
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Desert: Second Pass i approve of green jackets, ginger hair, and walking like youve shit yourself
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Alec S.
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« Reply #52 on: November 18, 2015, 03:23:02 PM » |
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Air Drop
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Alec S.
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« Reply #53 on: November 29, 2015, 01:15:13 PM » |
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Added strafing animations to Jon Dagger:
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Alec S.
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« Reply #54 on: December 02, 2015, 09:09:27 AM » |
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Did some more work on the barbarians. Gave them a new walking and idle animation, as well as an attack animation and a telegraph animation. Also got them to react to charging into something.
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Hadrien
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« Reply #55 on: December 02, 2015, 09:56:37 AM » |
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Nice work, I'll follow. I like the "naive" style of the graphics. Keep it up!
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InfiniteStateMachine
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« Reply #56 on: December 02, 2015, 11:43:50 AM » |
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I'm on team Canada
Game looks awesome. Love me some Sin and Punishment-esque action
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Alec S.
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« Reply #57 on: December 02, 2015, 12:56:04 PM » |
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Thanks! New jetpack animation
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eyeliner
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« Reply #58 on: December 03, 2015, 01:05:37 AM » |
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Shadows should be blocky as well. Cuts the early 3D aesthetic as is.
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Yeah.
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Alec S.
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« Reply #59 on: December 03, 2015, 10:51:46 AM » |
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Homing Powerup:
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