Next up
i've been having too much fun wasting time polishing the cosmetic appearance of my game's obsidian vault, adding banners and art all over the place. this week i updated several of the deities. the glowups from what they were before is crazy...
From Demo 2 in #Godot. Finally got Kael's design to a point where I didn't mind spending some time animating him. And the movement is starting to feel really snappy. Really happy with where it's going.
Great progress today. Knocked out a ton of the variants for different points in the story. The last main things to do are reverse engineer Henry's design, interpret my create-a-character as a sprite in my style, and... Kael. Ugh. We'll see about him... :P
Picked a bad time to stop posting, to be honest. This gif is a year old! just a snippet of how things have evolved.
YUGE milestones! the entire data-fed attack pipeline is in place! healthbars and floating combat text!
Elemental matchup chart v2.0. It's a lot more well organized, pretty consistent mechanically, has some interesting balance ideas, and a lot of them can even be backed up with lore. Excited to try these out in game, which is next!
Lately I've been setting up a lot of new characters, so I'm filling out my portrait project chart to make sure I don't forget anyone. These spreadsheets are so invaluable to my ability to organize my thoughts. Y'all have no idea.
Finally, finally, FINALLY getting to animating new Kael's attack! Here's the 3 hit combo! I love the secondary motion from the scarf :D
after some physical therapy, Kael has finally loosened up his stiff back posture, and his attack has been pushed MUCH harder!
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