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Finally, as promised, some gameplay video from our work-in-progress Project K: In the game, you help those little guys get cleanse the world of corruption by finding the pieces of the Alatuir stone and using it to cleanse the stages. They’re well-meaning but not very sharp, so you’ll need to lead them to avoid hazards, evil creatures and other dangers, …
For today, a mini-boss: More details along with a video later.
Our new, cleaner bases: What they used to look like: While we liked the previous versions by themselves, once we put them in the stage with all the other elements they tended to be too visually busy, and tended to draw the player’s attention away from the stage.
The original concept: And here they are, already animated in-game:
The original cannon concept: The model:
One of the tutorial scenes, introducing a new element (there’s still placeholder effects and textures): We have also added bases to the hexes, to change a bit the sort of floating look that we previously had. Mr. HintFish, ready for his close up:
Some of the baddies you’ll need to deal with or work around: Neutral good guys you can rescue: And of course the baddies will sometimes block your way:
So I misread that the topic on /r/gamedev for this weekend was to showcase the progress of the last two month. Turns out that was meant to be for next week and I sort of jumped the gun, but hey, since we’re here… This how the screenshots looked two months ago: And I took this one today: The stages now …
A short animation showcase of our little heroes. Sometimes Unity is a bit retarded about displaying the webplayer, so you may need to click the image then immediately come back. This is done with a simple component which collects animation clips and random odds of playing them. As the clips are played, the odds are balanced towards the ones that …
Another brief note on radars, on something I noticed wasn’t well documented while debugging my RVO implementation. Currently when a radar detects a collider in the layers where it is expected to look, it then goes up the transform hierarchy and tracks all DetectableObject components in the tree. This means that if for some reason you have a tree with …