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While the combat in the game is from a top-down view with free movement, moving between rooms is currently done in first person with grid-based movement. The art here is mostly placeholder and will look different, and more detailed, in the final build.

While these navigation segments don't contain enemies, they may contain other perils like pit traps, as well as secret doors and puzzles. Between first person navigation and the third person combat, these two systems are intended to make up the main game loop. Therefore I will be refining them a lot over the course of this game's development.

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