Lots to report today, although nothing in the way of imagery unfortunately.
The combat engine framework is now completely operational! From here, it's just a matter of adding on the bits and pieces.
I can fight enemies, destroy them, and return to the overworld to hunt for some more. I even managed to code in the experience from defeating enemies!
Friday, 14 February 2014
Thursday, 6 February 2014
Status Update
Progress trucks along.
As I wade my way through the animations, I've started implementing them in the actual game. Below, I've linked a short video to give you your firsthand look at what the game is shaping up to be.
the animations are still somewhat buggy, but that's being ironed out over time.
As I wade my way through the animations, I've started implementing them in the actual game. Below, I've linked a short video to give you your firsthand look at what the game is shaping up to be.
the animations are still somewhat buggy, but that's being ironed out over time.
Tuesday, 4 February 2014
Status Update
So, production chugs away on the Capstone release. So much has been cut, it's a shadow of it's former self...
Anyways, currently the project is in the Animation phase. Getting all the animations and cycles done for Emily this week.
Below, you can see the key pose for her Combat Idle cycle.
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