We've locked in the final player character design and have started doing some of the finished animations.
Here's the new idle (old one on the left).
Next up I'll tackle the run ๐โโ๏ธโโก๏ธ
@MjTheHunter How deep of a lore and story are we talking?
If itโs anything like any D&D games i played, Kanka, World Anvil, VVD (love this one btw), or othee wiki like tools may be handy.
If its not that deep, im also curious to see what other people suggest xD
@MjTheHunter of course getting the exact hit point and get the vfx position from there might work as well. In that case maybe i would try to get the middle between the exact hit point and the TIP of the blue, and see how that works.
Idk how that would look, but that would be my starting point
@MjTheHunter honestly i think two very common practices are: either spawn the hit vfx at the center of the enemy (or any given fixed point on the enemy body) or have it connected to the weapon the player uses
Just a small update.
I think we're in a good spot with our in engine audio tool now. We can do a lot with what we have.
Supports surface types and theyr'e super quick to create. Just add an entry to a custom resource and make an alternative tile, done. It then auto updates in the audio tool. The audio tool now supports triggering sounds on specific frames, great for loops like running and walking.
Can also be "physics" based. So when the actor makes contact with the ground or walls etc.
We have custom settings per entry to override volume, playback rate, pitch etc.
Also decided to add support for volume oberride on the individual surfaces per entry. We found when trying to do stuff for sand, grass, water, there was a lot of friction going back and forth between Reaper and Godot.
So now we just normalize in reaper to some default level and handle the rest in Godot
@jadel4w Precisely!
If we love the IP and they make something cool with it, itโs obvious that weโd love to share that universe with the people around us even if they dont care for videogames at all.
Itโs so obvious, that itโs hard to believe they just cant see it, or choose not to idk..
I still think this combined prototyping with more refined and greyboxed areas is making a lot of sense and is pleasant to look at.
What do you think?
#gamedev#indiegame#leveldesign#3dplatformer
@MjTheHunter A funny enough, the company i work for, also made a transition from their previous ecommerce solution to Shopify, this week!
What does that have to do with anything? Nothing really, it's just fun to see the coincidence xD
We've made really good progress this past week on the upcoming FlippedNormals platform. It's kind of strange developing this and at the same time referencing the existing marketplace which we've poured hundreds of thousands of dollars into... soon to be gone...
Hopefully, excisting times ahead!