It works! And it gives a lot of opportunities to design lots of interesting things in the levels, like moving climbable platforms.
2017-07-14 16:56:19 +0000 UTC
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The video speaks for itself! Check the previous post for the download link.
2017-07-05 17:10:44 +0000 UTC
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Finally it's there!
Most of the awesome things is covered in the update video already (the following post), but this is where you can get the download link to try it out yourself!
We really needed a new water shader, because the one we had was ugly, simple, and it wasn't working underwater at all! While its still a long way to the final look, I think it looks quite good already...
2017-06-25 12:37:10 +0000 UTC
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That tab has been there for a while already, but only now its starting to look like a real inventory!
Icons are there, dropped items have special models (container cubes) they are displayed in...
2017-06-20 15:32:42 +0000 UTC
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So today I was working on graphical things for the next build so you don't get confused because of all the "programmer art" we've put there so far :}
I did some more placeholder models (better have ...
2017-06-16 14:37:49 +0000 UTC
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Thank you so much for supporting the project this month! And phew! What a major chunk of modelling is done. Sorry for being silent lately, just wanted to finish this thing as s...
2017-06-15 07:59:49 +0000 UTC
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With the movement, interaction/skill, and combat systems all coming to functioning and usable state, its finally time to resume working on all the art assets!
And here you can see some progres...
2017-05-27 08:07:31 +0000 UTC
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Its hard to put it all into words, so instead I'm going to shower you in GIFs! Woo!
Animations and the character model are really-really temporary (all of them are going to be removed later an...
2017-05-14 19:34:17 +0000 UTC
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All the new HUD elements are pretty much done!

We're aiming to release the new playable version early th...
2017-05-01 19:25:19 +0000 UTC
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It's a little thing, but its very important for any game! And also I think they look quite delicious...

...
2017-04-27 19:43:10 +0000 UTC
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Forgot to post it as well! I made an interesting algorithm that populates the texture with small elements (like rocks and grass blades) and makes it tile.
All the new textures now have height inform...
2017-04-23 19:20:02 +0000 UTC
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Feels so great to be creating more 3d art for the game again! I enjoy creating those little natural things that will populate the environments and texture the surfaces of the upcoming maps.
Also... ...
2017-04-16 17:20:04 +0000 UTC
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I took the heightmap of the first level that's going to be in Planes of Existence and put it through some cool photoshop tricks... Wanted to see if I can make it in a similar style to Zelda: Breath of...
2017-04-03 19:19:35 +0000 UTC
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Wooo! It's finally there, it's finally done. I'm so happy and tired!
Now - onto working on the next pre-alpha build, because it's also been a LONG while. Many things have changed since then and I ba...
2017-04-02 15:57:20 +0000 UTC
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Finally the promised video update is complete!
Now it's only rendering left. It was already rendering for 15 hours straight, yet with no avail - turned out there was a major mistake I had to f...
2017-03-31 14:25:17 +0000 UTC
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This video takes forever to make.
I've made a script of 4500 words, recorded at least 7 hours of myself talking (and failing), then edited it down to 20 minutes of what's going to be in the vi...
2017-03-20 10:45:54 +0000 UTC
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Thank you so much for supporting the project this month!
I will be very short in this post, because there is a new video coming out for this month's update!
Yes, that's right, fina...
2017-03-03 13:39:41 +0000 UTC
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Many people seem to be unable to find the download links for some reason, even though they are still in the history of everything I've posted.
So with this post im just gonna give the links to...
2017-02-24 15:37:42 +0000 UTC
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Today added crouching and crawling, as well as jump-crouching.
Later I'm planning on adding various kinds of tunnels the character can enter and crawl through (like caves), and also crouching ...
2017-02-02 15:08:50 +0000 UTC
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Thank you so much for supporting our project this month, I'm working all days and nights, trying to finish the new animation/movement system as soon as possible so you can try it out in the next pre-a...
2017-02-01 11:43:30 +0000 UTC
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The combat locomotion seems to be in the working order! The character faces the direction of your mouse, analogue stick, or locked-on target.
If you go to the opposite direction from this targ...
2017-01-31 13:58:57 +0000 UTC
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While I'm busy with the animation system, Hopfel is programming the new camera behaviour, such as lock-on mechanics!
2017-01-29 04:43:37 +0000 UTC
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Locomotion system is on it's way... re-doing an entire system for the 4th time seems to have it's benefits!
Overall the controls feel responsive, a bit oldschool though, like in a good old platforme...
2017-01-19 17:04:12 +0000 UTC
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The reason why I havent uploaded new gifs in a couple days is that I dismantled the whole system and started from clean slate.
This time it's not just a test: the whole architecture is thought...
2017-01-08 18:11:39 +0000 UTC
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Phew! Finally some result! I'm quite happy with this strafing animations... it requires 10 different ones blended together!
8 different directions, but left and right ones are duplicated, you ...
2017-01-04 17:48:50 +0000 UTC
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While the animations themselves are raw and look ugly (the upper body is not animated at all for example)
The goal is quite simple right now - to make it so the character's feet stay on the gr...
2017-01-03 18:24:15 +0000 UTC
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Greetings, Gatekeepers! And first of all, happy New Year!
2016 year was one heck of a ride! Both on global and small, personal scale. For me at least, it certainly was, full of cha...
2016-12-31 19:02:53 +0000 UTC
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Just by using 4 additional animations, the Bethesda's infamous strafing animation issue is easily solved...
In process of making them...
2016-12-28 15:59:29 +0000 UTC
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"Zoidberg noises"
Making strafe animations is awfully hard xD
But actually posting it now, I managed to make something decent, that's coming up next.
2016-12-27 13:57:33 +0000 UTC
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