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Almost all of the starting weapons have models and textures done and are in game.  I still want to make a 2 handed sword I'll see if I can squeeze that in with everything else this month.  I haven't had time to make specific animations for each different weapon class yet either, so pretty much everything uses the sword swing animation.  The bow and arrow needs the most work out of anything.  I need to write a system for characters to be able to equip a quiver of arrows and then to use those arrows with their equipped bow.  But for now there's a rough test animation in game it just doesn't show an arrow being drawn back yet.  

As far as weapons go I was thinking of using Skyrim as a starting point for weapon types.  So far I have daggers, 1 handed swords / axes / clubs, 2 handed swords / axes / clubs, and bow and arrows.  Then I'm adding 2 new categories on top of what Skyrim had one for polearms and one for miscellaneous thrown objects like potions.  I think that will cover a broad range of weapon and playstyle types while not burying me under too much animation work.  Of course in the future I'll need to look at magic weapons and items once I start working on all the magic systems.  But all of the current weapons pictured above should be available from the shops in the upcoming game build.  

The map updates have required a few updates to how the map and levels are loaded.  I think I've ironed out most of the issues but there's a few issues with props falling through landscapes when those levels are unloaded.

The save game system is almost ready to go back in.  I had to organize the base character class and how the inventory system and stat system were being handled to work with the save system after the last engine upgrade.  I need to test it some more and finish pointing all of the old systems to the new locations.  I'm hoping saves will be re-enabled in the next build.

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Wasmachensachen

Keep it up, man! Btw, where do you got the skills from? The design work on the weapons is just amazing. The art style really fits.

slaen

Thanks! I was working professionally in the game industry since 2007 mostly doing character modeling and at a couple of studios I would need to do the weapons along with the characters. For me it's really about gathering a ton of reference images and combining the elements I like from a bunch of stuff together. Of course having an actual concept artist on the project could really make things shine especially when it comes time to do the higher tier gear.