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Here's a sneak peak of what I've been working on lately. With Haggard's design allowing for certain objects to be destroyed, I felt the need to rely on visual language (texture, color, association) to help the player differentiate what's what on the spot. This will be one of the main benefits of picking the Axe out of the three weapons when embarking on a mission.


Basically low quality wood or fungwood objects can be hacked down, but sturdy wood/stone/metal ones will not be destructible.

What do you guys think?

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