This will be a simple arcade style game, where you score points by landing the the techniques as they're called out. More points are awarded the sooner you land the correct strike.
Modeling/Animation in Blender, gameplay in Unity.
Second pass on some of the striking animations, looking a bit less stiff. Also, some early alpha gameplay.
This will be a simple arcade style game, where you score points by landing the the techniques as they're called out. More points are awarded the sooner you land the correct strike.
Modeling/Animation in Blender, gameplay in Unity.
First pass on the walk cycle for the new mech design, rendered from blender viewport.
Working on the mech selection in the main menu. One of these will be in the final game.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
Voidstone now includes highly advanced QoL features, like a pause menu!
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
I'm thinking that I need to change the art style for this project to something which I can produce and iterate on faster. Which of these two styles for the mech do you like more? Modeled/Rendered in Blender.
Refactoring some code, trying some new UI elements and adding some new features. Still working on developing a new visual style.
Happy #WIPWednesday!
Are you working on a game?
Making some art?
Practicing a song?
Something else?
Tell us in the comments!
After much hemming and hawing over the architecture, I finally got the persistent player upgrades system implemented.
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