You could make yourself a Falz theme song, IDOLA Leviathan!
Here is an update of my game project! New in this one:
- Sky box
- Enemy model and animations
- Enemy AI (well, not very intelligent I guess, haha)
- Enemy and player damage
- Combo system where you can combine 3 types of attacks in a 3 hit combo.
- Combo system is timing based.
- Generic enemy spawn function
- Generic event trigger function (this will be the foundation for making quests later on)
This is starting to look like something I would want to play. Some more refinements to the battle system, some new enemy types, some new levels, and I'd shell $15 for this.
The combo system opens the door to one way to differentiate weapon types. Already in live weapons, there are different weapons designed for stabbing and slashing, with improvements to one causing the other to be less effective.
Straight weapons stab better, curved weapons slash better, and heavy weapons use combat styles which take advantage of gravity.
Yeah, thats a good idea. Even within weapon types you have that. You have one handed swords that are good for stabbing or slashing. I am also gonna play with attacks speeds and weight/impact to get a fine balance between speed, reach and how much you can stagger enemies. I want weapons to be more interesting than just 'this one does more damage than the other one'.
I still have to figure out some nice damage formulas for this, but I think I can handle most of that trough some Excel sheets if I set it up in a smart way.
I am also already thinking about guns and magic weapons as well. I want to give them different gameplay/controls than melee weapons.
The game currently still looks pretty crappy, but thats because I am only working on laying the foundation work right now, so I have myself a nice sandbox I can use to add content more easily. Most of the assets are just temp junk I put together so I have something to work it and test all the systems I am building. A $15 game is what I will aim for in terms of depth and quality. I am not really planning to make money with it, but it gives me a good direction of how far I should go in terms of polishing content later on, when I am actually gonna create the assets. I mean, I am just a single person making something in his free time, who didn't know anything about game development six months ago. I can't realistically create something on par to a team of full time developers who are specialised in what they do. The only advantage I have, is that I have 0% overhead and I don't lose anything in communication. I understand my plan, I understand my own art direction, I understand my own concept art, etc. It really helps when you don't have to explain abstract ideas that are in your brain to someone else.
Hey, next time you work on a 3D model, think you could record it? Or like, a little sample of editing or something like that? I'd love to see the legwork behind how it works. Just something to give me an idea.
Poor girl. Left out in the cold. She looks like she's been getting along well though.
I love Santa outfits on women far too much. The way it fits her isn't helping any.
I've gotta say though. Not your best face.
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