It’s not quite done yet, but it’s coming along nicely.
Much as before, this is not yet complete in-engine, this is just a reference image. The first AI for the huntsmen is already complete, albeit simple, but it should be essentially playable just as soon as I can get the data entered.
My design ethos for this little project is to divide each major encounter into it’s own board, so that each fight feels separate and like a unique encounter. This won’t allow for as much kiting as the original, but I think it will serve nicely. Tracking which units are alive and dead between scenes when they aren’t loaded is going to be a challenge, but I think we can see it through.
I’m not entirely sure how I’m going to handle transferring between scenes quite yet, so please be patient until I can get something that feels correct. I’m going to upload new files as I make adjustments so you guys can all be involved with the process.
Big thanks to everybody who’s taken a look so far, especially the 3 of you who downloaded. I’m glad to have you, and I hope you stick around to see the rest.
Bonus:
I’m also fiddling with extending some of the pre-existing assets to make the side of the Yharnam bridge.
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