Thursday, April 30, 2020

Tavern

Pictures of the tavern, still unfinished.


Here you can eat, drink, sleep in one of the 5 rooms available, ask for missions, watch the dancers or start a fist fight. And something else that will come to mind.


The building is using a system that I use in other buildings. On the map, there's only the outside of the building, the facade. When you get close to it, the objects on the outside are created (plants, pots, etc.), and when you touch the door, the whole interior is created, partitions, furniture, lights, characters, objects, everything.


Wednesday, November 20, 2019

Labours

These are some of the labours that bots (and the player) can do in the game.


Saturday, September 28, 2019

Combat improvements

In this video you can see some combat improvements:



- The directional movement has been changed, before the character always looked where the camera. Now look in the direction of movement
when unarmed or with the sword without enemies attacking. With enemies and sword it looks at the movement direction, less when it goes backwards.
And with the bow, always look where the camera is looking.

Sunday, August 11, 2019

Atlantis-style village

An atlantis-style village.
It's a test, the houses and foliage are set randomly.





Saturday, June 29, 2019

Village

Tired of doing animations for the combats, I took a break and tried to make a small village with some houses grouped together with a large central courtyard.

The game still has few assets to use and many of those that appear are provisional (some from the engine itself). Others are made by Juan Carlos Martinez and others by me.




More images after the jump.

Thursday, April 25, 2019

Armor VS no armor



Fight between armored and unarmored bots. Normally armored ones wins.

The bots are equal in fighting ability and health, they are using the same weapons, and the only different one is the big guy who has the most strength and health (but no armor).

Now each cloth piece has a protective value (nothing, leather, metal,
etc.). The body is divided into 28 zones where, on impact, damage is
applied according to the armor value.

New damage and getting up
animations have been added. So ragdoll is used less often, only when
hits are very strong, or are repeated, or die.

There are some
bugs, animation that are truncated, root motion that are deactivated,
etc. The next thing to do is to fix these bugs and add fatality
animations.