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...
YUGE milestones! the entire data-fed attack pipeline is in place! healthbars and floating combat text!
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
The only way I've been able to keep this project intact is via the massive amount of notes and details I've kept totally organized in spreadsheets & sprawling OneNote docs. There's a lot of ideas to juggle, and these tools help keep me from dropping them.
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
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.
Picked a bad time to stop posting, to be honest. This gif is a year old! just a snippet of how things have evolved.
I have a scriptable object for each element as the attacker, with entries for other elements mapped to enum values for each multiplier. To keep things organized, instead of having a class for all spells, each family of spells will have its own.











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