Update 1: Movement polish and inklings of combat.Got some good progress going at the moment, apart from boring stuff like making sure the player doesn't stick to the roof when jumping and understanding the finer points of collision detection, I've got some tight feeling controls, with dashing, jumping and movement feeling responsive.
As an inaugural update, it's not juicy with details or beautiful animations, but I'm building a toy straight off, and I want to have good foundations to start off with.
Seen below is an enemy I've been working on for some time, a baby Forest Ent. One of the first foes players might come across when they start their forays into the Wilds.
Forest Ents have some tricks up their sleeves to deceive unwary travellers or merchants...
And for combat - I've built a system whereby you have to sheathe/unsheathe whatever weapon you have equipped in order to use it, which creates some interesting mid-air transitions:
The weapon above falls into the Foil weapon type. More weapon types are to be expected. I'm envisaging Axes, Chains and Hooks to exist somewhere down the line.
Also in the future I'm planning more flashy unsheathe animations, but as stated above - this is a toy at the moment. It's got to feel nice.