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16 hours ago

WIP of the intro cinematic. Still very rough draft... but now we'll be able to add cutscenes and dialogue, to actually let the player communicate with the townsfolk and learn the story.

Exciting :D




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Reworked some of the farming systems to help a bit with more accurate placement. so now the player can walk when they're tending the garden and the hit locator will change colors depending on if it hits something else or not.

Plus weapons. loooooots of weapons. 1H and 2H variants, each with different attack speeds, stamina costs, damage (ofc) and ranges. as you level up with each weapon type you'll get a little faster and hit a little harder.

took all day but it's all in now. every level gives one point in every stat, and your playstyle will affect your characters stats as well. swinging a sword increases strength, hitting enemies increases sword ability, etc.

Testing and New Improvements

I'm testing something interesting: the ability for 2D characters to interact with the 3D world and make them look more in tune with the game's aesthetic.

#IndieGame #GameDev #HorrorGame #ReunionFate #Monster #Fantasy #IndieDev

Dialogue is in, with conditional checks and branching options as well, its feeling more like a game already

final renders. btw rig is there, but it doesn't fit the games at all. so i don't know. i'll probably post it, and then if someone wants to make it cool... By me (edit mesh/texture), enplay(base mesh), renz (Rig)

Finally got some icons for the craftables and decorations, so here's a little video of decorating the homestead.

Tweaking the combat a bit so it feels less hectic and more controlled/Tactical-ish. More options to create and close distance as well as the beginning stages of the magic system... magic will be used for combat, exploration, and even farming.

TOXIC!

I made it in my sister's tablet so it isn't good than my cellphone drawings, but it's the only way :P

Always start to feel like an official project once main menus and sfx are in lol