Devdiary #12. Slow zombies and bloodsuckers.
The gloomy atmosphere will be complemented by monsters of different types with an ascending gradation of their danger.
Let's introduce you to the representatives of two of them.
https://www.youtube.com/watch?v=Kp_uk6mdapU
Next up
RoD. DevDiary. Combat mechanics:
- parry, causing stunning of the enemy;
- block with loss of stamina;
- fast hit with normal damage;
- heavy hit with increased damage and high consumption of stamina;
- one-handed ax that can be purchased in the village.
Happy to show the significant progress in development of "RoD" for the last monthes. https://www.youtube.com/watch?v=qgrW9fZIzeo&t=4s
Here we focused on improved visual&sound effects when causing and receiving damage, using weapons; improved enemy animations; UX/UI system core.
#UnrealEngine DevDiary: quest and dialogue systems. A small example of the fusion of the quest system and the dialogue system. Playback of soundtracks and specific animations is also provided, but you can't see it on the video. Just trust us :)
DevDiary: ragdoll.
What could be better than killing the imps in different ways?
Beautifully slam the enemies against the elements of the environment, for sure.
0 comments