Welcome welcome welcome, another game dev update is here! It’s been a busy couple of weeks refactoring code and improving the solution as well as implementing early versions of some new features. So let's get straight into it! If you aren't for reading, scroll down for the video!
3D Muscle Man
As you can see now, we have the inclusion of a human animated model to represent the player, which prior to now was a capsule. Now don't get me wrong I do love the capsule primitive but he wasn't going to make it to the full game as he just didn't have the moves that I needed him to have. So we have implemented this dude who is also temporary as he is a free asset off the store, (Thanks to the creator) and he will remain our hero until such time we can build up the hero model that the player will use.
Soul Cubes
You are probably wondering what those awesome cubes are that you may have seen in images or the video – these are Soul Cubes! When killing an enemy, based off the value it carries it will drop a number of soul cubes, each one carrying a number of experience points that the kill was worth. When they drop they will float about until a player comes near at which point they will magnetise towards the player and be absorbed! Why this mechanic you ask?
Well not only does it look awesome (even in these testing stages) but also because certain players might want to play the scavenger/thief role and stalk a player and when the kill is struck dive in and steal the experience! A nice mechanic! Or a pain the ***. Depends on what side you are on! They are physics driven and so can be quite expensive so I have them expire after approximately 10 seconds which I think is more than enough time at the moment however this may change going forward.
AOE Moves
This latest update introduced the AOE moves! An extension to the already build up power system, AOE Moves are quite simple to implement – obviously at this point in time, I don't exactly have the prettiest effects in game however later on the cosmetics can be improved as the mechanics are now there.
The one I show off in the below video is ‘Soul Destroy’. Simple AOE that emits damage to all in the area for ‘X’ amount of time – there are no debuffs applied...yet ;).
Next Up
Well with the introduction of some new mechanics I am going to be reshaping a couple of the powers to be a bit more optimised. In addition I want to work on some new AI, specifically steering. Evasion etc, at which point I plan to add in Animals as a source of experience in the early game. Adding to that once I polish up some other areas and add some more items, it will be time to move onto a set of levels to demonstrate mechanics, in the form of a tutorial! I hope you enjoyed the read, be sure to check out the below video, ‘watch’ this project, and follow me on twitter!
Until next time!
the features are nice and i like it :)
Thanks for the comment! Expect more soon!