Hi, Jono99 here. As you can see from the text, I’ve been thinking about taking over the level design for A Necromancers Tale from pokedyl, which he has agreed to. This doesn’t mean that pokedyl’s doing absolutely nothing now, but it does mean that I am doing more (although, as it is, it basically means I’m doing something now) with the project. After this text conversation (barring the part where I ask for permission to include the text conversation in post), I immediately started working on the dungeons in the new story chapters I’ve been working on and have been making reasonable progress. The dungeons are still puzzle and battle focused, but, depending on how good I am at designing, there may be less of an overlap between the two sections then there was before. I hope that what I offer will still be good.
Next up
Werehog transformation process. #sonicunleashed
Sometimes the suction cup get sticky. Small animation I made in Blender after doing my tutorial on picking up/dropping objects in animations. Crate model by jQueary (https://sketchfab.com/3d-models/game-ready-sci-fi-crate-d98deca6…).
Levels' maps.
If you’ve played the Vault demo and enjoyed it, please consider ‘liking’ the game page here on Gamejolt and/or leave a comment!
Also please consider tossing Vault on your Wishlist, I really appreciate your support!
We're knee deep in multiple large features and "game feel". Quick peek behind the scenes in this weeks Dev Blog: https://bit.ly/2QmmaQM
Out of boredom and curiosity, I coded Sailor Jupiter's Argentine Backbreaker.
Hi everyone! For screenshot saturday we showed some some new sfx sounds. Check it out [Sound On] :)
Updated combat system










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