Next up
Experimental mini-game Game based on very scalable SOLID architecture with my realization some sort of DI and interface-based event system. Targeted for Android platform (URP). Models and textures (exclude character) were taken from UA store.
Some lite tuning (camera, movements, location) and core-features: 1. contact damage system and obtacles - thorns, poison geyzers with post effects 2. "Magic vision" - temporary highlights an interactable objects 3. health and mana restoration pools
I'm continuing to improve character movement animations. Animations and their settings have been updated, and a foot position correction system has been added using inverse kinematics. I'm still not happy with the result.
A little corrections of main character's look. Dry and wet states.
Sound effects, camera shake, some camrea movement tuning and changes - Work in Progress
Some tech info: Profiler window A "script" folder of project. More then a 1500 script files (include C# classes, enums, scriptableObjects, monobehaviours, etc, exclude .meta-files)
Main character design changed.
Little comics fills a plot episode between end of intro video (https://youtu.be/9amuEThhgec) and gameplay beginning.
Active tasks I'm working on: 1. Camera behaviour corrections 2. Polising UI 3. Main character's active ragdoll 4. Foliage improvements at 1 and 2 locations 5. Adding some context-based animations for main character
I've reworked the control system. I just need to dig up some animations for sideways movement; I've just put in some placeholder ones for now.












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