Posted January 27, 2024 by cookiedraggy
Hey all!
January has come and gone. Here's the stuff we've been working on in the past two weeks. But first, let me highlight the most recent build again for those that have missed it!
You can grab the build here: https://www.patreon.com/posts/95514765
I kept picking away at miscellaneous animations that are still unfinished or needed placeholders.
It feels really good to nudge more and more of these to production ready!
At the moment Kincaid just kinda snaps to the edge of a ledge. It worked but I always wanted to add a little bit of an animation to it to show the impact.
I took a page out of Iconoclast and made two versions of it, because I think the game does it really well and it looks pretty!
The heavy land right now just reuses one frame of the duck animation as a placeholder. But a hero needs a proper hero landing pose, right? ;3
In-game I will add some dust particles to finish it off. :3
By the way: Some people don't know it but you can actually spend your dodge roll to break out of the heavy land on impact!
The cartoony fist fight cloud was still using some uh... programmer art (Sorry, Null uwu) so I made a nice animation and some particles for it:
A lot of polishing and combat tweaking has been done to the fight. We’ve played this fight so much now that it starts to feel too easy and predictable, so we’re considering putting this out as an Experimental Build for patrons soon! It will be very rough around the edges still visually and probably super buggy, but it is going to be an early boss fight and we don’t want to make it too hard. But also not so easy you fall asleep. Balancing is tough!
Visual effects is a topic I'm honestly a bit scared of! Making flashy, nice looking visual effects is super daunting. I spent a lot of time this week analyzing visual effects and trying to find a style that looks nice and is also moderately fast to produce. I want the game to look flashy and fun, but I don't want to spend endless amounts of time working on and tweaking VFX - all those tasks would take away from production of the good lewd stuff.
After a couple of experiments, I think I found a style that looks good in the game and is relatively fast to produce and iterate on (ie. going through multiple revisions without too much wasted time).
Here are some of my sketches and experiments:
Still not super happy with the big projectile... But for the small one at least I landed on a version I am happy with that will go in the game:
We're in the concepting stage of the next CG but there is bearly anything to show yet!
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