What changed
0 fixes2 additions0 changes0 removals
addedMade some variations of the NPCs, giving a bit more life to the environment around the player. There are 4 in total, and now all the human NPCs look around as part of their animation looks. I am probably going to add this look around loop to the flying masks too, but only thought of the idea as I finished up testing everything, and I already delayed this release a bit to get the extra animations added in. You wouldn't believe how much work adding 2 frames of animation (X5 for each NPC's rotations) is. But it looks good. I might reduce the human NPC sprite resolutions in the future, to free up more VRAM as more content is jammed into the GZDOOM engines quivering maw.
addedAlso the demo is actually coming out at long last, it finally got approved by Steam, and I finally set up the store page for it properly. It shold be out in the next 24 hours or so, but I want to add the new NPCs to it as this set of characters is the Base Set (In my mind.); everything added after this will not appear in the demo. The demo also has extremely amounts of art on display, but has the full gallery to walk around in, so players can get an idea of the size and WTF this title even is to start with.
A Fool's Art Gallery changes
addedMade some variations of the NPCs, giving a bit more life to the environment around the player. There are 4 in total, and now all the human NPCs look around as part of their animation looks. I am probably going to add this look around loop to the flying masks too, but only thought of the idea as I finished up testing everything, and I already delayed this release a bit to get the extra animations added in. You wouldn't believe how much work adding 2 frames of animation (X5 for each NPC's rotations) is. But it looks good. I might reduce the human NPC sprite resolutions in the future, to free up more VRAM as more content is jammed into the GZDOOM engines quivering maw.
addedAlso the demo is actually coming out at long last, it finally got approved by Steam, and I finally set up the store page for it properly. It shold be out in the next 24 hours or so, but I want to add the new NPCs to it as this set of characters is the Base Set (In my mind.); everything added after this will not appear in the demo. The demo also has extremely amounts of art on display, but has the full gallery to walk around in, so players can get an idea of the size and WTF this title even is to start with.
Made some variations of the NPCs, giving a bit more life to the environment around the player. There are 4 in total, and now all the human NPCs look around as part of their animation looks. I am probably going to add this look around loop to the flying masks too, but only thought of the idea as I finished up testing everything, and I already delayed this release a bit to get the extra animations added in. You wouldn't believe how much work adding 2 frames of animation (X5 for each NPC's rotations) is. But it looks good. I might reduce the human NPC sprite resolutions in the future, to free up more VRAM as more content is jammed into the GZDOOM engines quivering maw.
Also the demo is actually coming out at long last, it finally got approved by Steam, and I finally set up the store page for it properly. It shold be out in the next 24 hours or so, but I want to add the new NPCs to it as this set of characters is the Base Set (In my mind.); everything added after this will not appear in the demo. The demo also has extremely amounts of art on display, but has the full gallery to walk around in, so players can get an idea of the size and WTF this title even is to start with.