DEV DIARY #21 - HUD, LABORATORY AND DEATH ANIMATIONS
Hi everyone,
Covid-19 threw a big wrench into our plans, but we are still pushing the game forward.
Here is a summary of the contents of our video update, with a few more details; let us know what you think of this format. Likewise, if you have any questions visit our DISCORD channel or in the comments, we will gather them up and answer in our next update.
We are still looking to recruit for several positions, and you can see all the listings at our JOBS page.
CHARACTERS
The character team are working hard on textures for our previous gear sets, new enemies and gear for the player.
DROID
A Security droid from the industrial part of the laboratory environment. The Model and normal maps are done and the droid is ready for texturing and materials.
DRONES
One of the popular play-styles in action RPG genre is to play with minions. The first drones have been created for the TECH skill tree branch, to support, attack, or defend player character. The concept and model are ready and the drone is waiting to be textured.
BIO GEAR SET
Up until now we had spent more time with the TECH modification branch. Its time to figure out the BIO gear set, and fun ways to to combine them together. This is one of the BIO melee gear sets.
ANIMATIONS
A large upcoming task for us is the death and flinch animations for our enemies. We have working rag-dolls and animated deaths. Now we are in the middle of working on fatalities and dismembering. Did I mentioned that we are not aiming for a PG rating? :) but more about this in the next update.
ENVIRONMENTS
LABORATORY COMPLEX
The laboratory environment is still pretty much in the exploration phase. We have some general layout and white boxes ready, and the next step is to populate them with more detailed models and textures. Once this work is done we can start matching assets and environments together to create a cohesive representation of the visual style we are aiming for.
Underneath there are few examples of untextured assets for the medical bay.
CODE
The code department was pretty busy as usual.
We have now implemented the new HUD and skill creating system, AI tweaks for player surrounding, player jump and roll abilities, flinches and death animations, bugs and many more
HUD
One of the major feats for this blog update is a fully implemented action bar and resource management system, with adjustable keybindings and working tooltips. It means that we are now able to set up new skills fairly easily, and start testing skill ideas which we designed earlier this year.
MUSIC
Last but not least our composer made more action music for the game used in the last blog video.
Times are tough for everyone now, so take care of your self and see you again with an upcoming update.
Thanks
-LKR