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Characters and Animations π§ͺ Joker logic implemented β allows "one-time rule-bending" per game (e.g., teleport, swap positions, or override move rules)
Characters and Animations
β Basic idle and move animations added for sentinels π¨ Visual differentiation of factions via shaders and color overlays
Core Mechanics Prototype
β Classic chess logic ported to Unity β Walls added as immovable obstacles on board β Custom rule engine allows piece movement and attack range to be redefined per piece
Core Mechanics Prototype β Currently testing new interactions like catapult splash damage and indirect attacks
Been working lately on lots of 'behind-the-scenes' boring stuff that no one really cares about, so hereβs a guy playing the sax for some reason.
Here's a peaceful little forest scene for this #screenshotsaturday, from the beginning of the game.
I have added rewards for quests so that villagers can give you something in return for your hard work helping them. π₯³
I want to know - what's your favourite quest reward?
Just a Pico sprite
Hi everyone! I started to create some environment props for my new video game, here is a cozy house in the forest. I'm planning to switch from Unity to Unreal... Let's see what new challenges I have to face. Made in Blender and Substance Painter.
Terraria














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