Hey guys, sumup text-brick update so that if anyone is interested you can know...
We're still alive and working. This last month has been 50% production and 50% design for me.PRODUCTIONSo basically after several discussions after wether Root Motion should or shouldn't be handling the animations, we've Rigged a rough version of the Low Poly Musketeer so the animator can start solving some issues while me and the new programmer start cleaning the project in preparation of starting to control character movement through code now on.
DEV- Introduced the programmer to the project.
- Discussed on the structure of the States, Input and Animation systems.
- Cleaned up the project. ( Stil WIP, lots of placeholder resources and shit ).
- Plotted the removal of the root motion from the animations.
3D ART- Musketeer Low Poly 3D Model is Work in progress.
- Musketeer Rig is done for the rough version so we can start animating.
- Musketeer basic animations are Work in progress.
MUSIC- Nada ( nothing new, too much Blasphemous for Carlos )
2D ART- Pablo has been iterating on the character design for the Wolf Knight. We'll post next iteration.
- Juanmi keeps working with Carlos so nothing new this month from him either.
- A
new artist hear about the project and offered to contribute so he'll be crafting a piece I've been wanting a couple months ago but couldn't pipeline to Pablo as he's been busy with the characters. It is what we in the land of the crusaders call "Vidriera". I believe in english it is called ( I just googled it and I might be wrong ) "Stained Glass". So I am looking to create somewhat of a descriptive illustration that shows the different wings of the castle and the people that used to live there. But this is just words, I'll show you guys when we have something you can actually gaze on.
GAME DESIGNI
identified some weaknesses on the basic flow of the game so I decided to roll my sleves up and sketch an actual plan. - Detail Duelcide Game Pillars.
- Detail Aesthetics of play.
- I made a list of systems that will create those aesthetics.
- And a list of the mechanics in these systems.
- And then I started working on the weaknesses in the systems[/b], and this is where it gets interesting...
I've been working on spotting and isolating this issues and finding different solutions for them.
If I only get to create a certain number of NPC 3D models( Let's say 20 ) many things get limited:
1. You can't farm. I want to adjust difficulty by letting players farm for a currency that can allow levelling up, buying,
etcetera but I want every NPC to be killable, and I don't want to include "mobs" on the way.
So: If NPC's are limited you can't kill them but once, so you can't farm them.
Solutions? I started thinking on solutions and I came with a few possible ones:
1.1 You can travel across different planes ( like in Soul Reaver )
1.2 I introduce the "mobs" so you can farm them.
1.3 Keep brainstorming...
2. Vertical Traveling is limited: The elevators go up or down fueled by an inconcious NPC or a corpse.
So no more models = No more NPCs = No more traveling around the castle).
Solutions? Again work in progress...
2.1 Allow for a transversal elevator to go from your floor to any other floor you already visited.
2.2 Not allow backtracking at all.
2.3 Keep brainstorming...
3. Death feels either pointless or too punishing: Death worked for some games when offering an interesting punishment:
Diablo: lose XP and run naked to your corpse with the risk of dying again and losing more XP.
World of Warcraft: Lose armor durability and travel in invulnerable form ( so you can scout )
Respawn & escape. Dying on the same spot makes you lose armor durability again).
Dark Souls: Lose your souls and drop a mark on the floor, respawn and try to get them back.
Die a second time the mark dissappears and you lose that many souls forever.
( This is intersting in several ways but don't wanna enter in that much detail now ) .
Solutions? (+WIP)
3.1 Dying deactivates part of your power untill you get a new power again.
3.2 Permadeath. Fuck the world.
3.3 Bend the knee to the "mobs" based level design and assume dark souls system is better than these.
3.4 Keep brainstorming...
So that has been september for us Duelcide basically. I hope to be able to put together some more audiovisual content and in the mean time this is the road map for the month:
MINI ROAD MAPMusketeer:
- Low Poly 3D model.
- Basic movement animations.
- Maybe some attack animations ( will start with bare hands animations ).
Stained Glass:
- Castle Factions
Game Design:
- Fix the above mentioned issues on Progression, Death etc...