We began work on the models and animations for the game and testing. This game is going to be low poly, so we're currently working on designing our own style. Some of the bigger models for actual in game content will be shown off soon. For now here is some of the stuff we've been working on.
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==TEST AI MODEL==
We made a test model, rig, and animations for programming the AI so it doesn't wait on final product models to get completed.
==TEST SWORD MODELS==
For the testing of melee combat we modeled a couple swords in some different styles. We're not sure if these will be revised for the actual game, but we have their designs!
==TEST STAFF MODEL==
For the testing of the spells and mage combat of the game we made a wooden staff. Here's a look at it.
==TEST BOW/ARROW MODEL==
We made a bow model with an animation for drawing it back and releasing. Temporarily it's one animation, but we'll be able to break that apart later for player use. Currently the AI doesn't need to hold it back for longer than we set.
==COMBAT ANIMATIONS==
We've created some basic mob attack animations for testing out the combat system. In the gifs below are the in-game demonstrations of them. They're rough and basic, but get the job done.
==BASIC ENEMY AI==
Here is the melee combat animation. The enemies do a set damage with an increased range. This mob does 3 damage per hit, but thanks to the massive luck of RNG, he hit the player for 5 damage each time. This will range for each mob and be an editable value on the backend to adjust on the fly.
We've also implemented a secondary attack. For the melee mob specifically this is a heavy swing attack, however this could be healing spells, status spells, or anything that players could have.
Soon we'll be adding a stamina system for the AI so they can't mass attack constantly, and we'll be adding a retreat system. Once the other AI is implemented then we'll move on to advancing the mobs to be more tactical.
==ENVIRONMENT ASSETS==
We're some of the assets we've design for the environment. This is the first time we've made custom models beyond putting shapes together and changing their size. Let us know if there's any critiques you find for us.
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