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One fresh prototype COMING UP

Medieval Madness
A downloadable game for Windows

Fare thee well, ye Knights, Maidens and Lieges and welcome to yet another Devlog!

It's been a busy and eventful week:
Our artists have started to make the barebones of the Art Bible, together with some very simple assets.
And our programmers have been using those assets and much more to create a simple Prototype for our game!

To start things off with, here's an update from one of our programmers:

Hey everyone, Reï here.
I want to tell you a bit more about what I did this week. Since my part is a bit less visual this time, I figured I'll do my best to explain it in words. Since Renzo was working mostly on everything ragdoll related, I kept myself busy with all the other major components of our prototype. This consisted of the health system and weapons.
I started off with the health system, which was very similar to the one you saw last time (the box that got knocked away after an attack, increasingly getting launched further). And I moved on to the basics of the weapon. First off, I experimented with how exactly we can detect in code when something collides and how we can apply damage to the other player that we hit. Luckily, it didn't take me long to have something working.

Currently we have a few parameters to customise each weapon.
We have damage which is self explanatory, a durability that ticks down each time a successful hit is registered, mass and drag to put more weight into the weapon and last but not least, a velocity threshold.
I implemented the velocity threshold mostly to make sure that players can't make super small movements and get a ton of hits and make it more realistic to watch the combat. It also allows us to force you to use weapons differently. If the threshold to a successful hit is big, it will make larger swings and timing attacks even more important.
To get weapons, I had to implement picking up and dropping them. Which also took me a moment to work out how exactly this would work, but eventually I have something that feels pretty intuitive to use. A weapon will be visible on the ground, when you are near enough, a button prompt will appear to pick it up. If you hit the button again, you will drop the weapon. Simple!

I hope I can show you more next time!

Our artists have been busy with the Art Bible and various other things.
We've gotten down the style, shape, composition, lighting and colour coding of our characters and environments.

We have started properly testing the deformation of the rigged bodies in Unity:

We also started on testing how particles work in Unity:

This was all done by our artist Alex!

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