Weekly Roundup 63 - 14/05/2021 - Player Character States (Patreon)
Content
Hi Everyone!
It's been a productive week of art asset creation and gameplay development, so lets get into it!
1: What's New?
Gameplay Video
You can check out this weeks overall progress by watching this gameplay video!
Player Character States
The bulk of work this week was in both completing the artwork for and getting in the gameplay functionality for the Player Character States.
While they're currently not yet bone animated to the beat, they are in engine and responding to the appropriate action taken. Also the runes on the characters arm when the player presses the action button.
- Gold Runes on the right arm denote offensive actions.
- Pink Runes on the left arm denote defensive actions.
Right now there's three extra states shown:
Attacking / Lockpicking
Defending
Weakened (Low Health)
There's also a "Blush" level that grows more pronounced as the player characters willpower goes further down.
I do want to make corresponding sprites for the player character exploring the dungeon but they're not critically needed right now for prototyping.
Enemy Cultist Captured Art
One of the objectives of the next demo drop for the end of the month is to get interactivity for the enemy cultist working.
Which comes down to them being able to bind up your character and for you to do the same.
This week I've made the artwork for the cultist being bound and defeated. Her magical hands now in the control of the player. (But not yet animated in-engine.)
Another thing I've done this week is also make the visible body parts of the character changeable in color as well as made the hair customizable. Meaning the later down the line I can give the cultist enemy color and identity variation.
While it's not really important for right now it's work done so that later down the line when we're past prototyping and into content creation it'll make that job a lot easier.
2: What's Next
Next week will be focused on Enemy and Trap interaction. Including making more art assets and putting in those interaction logics in-game.
As always a big thanks to everyone for supporting development! I'll be getting a new demo of the game out before the end of the month. :)
Cheers!