About two months ago we were working in our cave test level. Assets painted just to get us started.
While I think they look great, we have since developed the style further and explored the actual biomes of the world. Here I just want to show a comparison of what things looked lke back in February and now here at the end of April, almost exactly two months apart
Our WIP resting place for the player. A familiar bonfire everyone who's ever played a souls game knows very well. This didn't exist a few months back, just like so many of the new visual and features

A look at the old cave level. While there are still elements of this I like, I'm excited about the direciton we're headed as of now.

A similar attack frame from the current test level. The projectile and enemy is mostly the same. Though some updates have been done to pathfinding. We've since added our reactive foliage to the ground below the player that sways in the wind and reactions to explosions and movement.

Just a frame where the player sprints. Nothing much exciting going on here. Maybe except for the 2d bump light on the foreground assets. That's something we're still tweaking but I think it adds a lot of life to the game.

And finally a frame similar to that but from the new level. You might be able to spot the text on the ground here. That's our surface aware TileMapLayer letting us know which surface sound to play when the player runs over them.

Just a little visual comparison update :)




