Hello Lords and Ladies! Today, Lords of the Darkreign released on Steam. We are glad the game will finally be able to get in your hands, and hope you enjoy it!
Full notes
Full Lords of the Darkreign update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello Lords and Ladies!
What changed
0 fixes4 additions0 changes0 removals
Gameplay
Maps
addedAs you can see, our Vaynar male does not have his trademark wings, and his tail is acting... uniquely. This is a side effect that Mixamo , the automatic rigging and animation tool we use, is intended for human-shaped characters. While this mostly applies to the peoples of Ciel, the larger any extra appendages grow, the more likely they are to be warped by the "core" limbs (arms and legs) during the animation process. Since Vaynar have both large wings and tails, we will likely exclude these parts from the animation in the final result added to the game. Instead, wings will likely have an "open" and "closed" model, which will be swapped between depending on if the character is flying or walking (This same process will likely also be used for Hokere wings). Since we created the wings and tails as separate meshes to the main character, it is simple to add them back in within our game engine, Unity , so that they don't warp or look strange. Races with smaller tails, such as the Karavi and Vinsarr, only suffer minor warping on their tails, so we'll probably just include them in the Mixamo animation.
added(TL;DR - Mixamo doesn't like extra limbs, but we can add them back in Unity directly)
addedThese base models we are creating (One for each race/sex combination) will be used as the starting point for each unit model. For example, the Vinsarr Stalwart will start with the Vinsarr male base, and add armor and weapons. This makes sure members of a race look similar to each other, but can have enough variety to be picked apart on a battlefield. As lords will have both male and female variants, there will be two models created for them, so you yourself can look and see all the little details! Or not, that's fine too... . As Demons don't really have a sex, there will likely be multiple base models necessary to work them out.
addedThat's it for this announcement. Tune in next time to see Red boi versus Green boi, the battle of legend! our new progress! Thank you for your time, and I hope you enjoy the game!
Lords of the Darkreign changes
addedAs you can see, our Vaynar male does not have his trademark wings, and his tail is acting... uniquely. This is a side effect that Mixamo , the automatic rigging and animation tool we use, is intended for human-shaped characters. While this mostly applies to the peoples of Ciel, the larger any extra appendages grow, the more likely they are to be warped by the "core" limbs (arms and legs) during the animation process. Since Vaynar have both large wings and tails, we will likely exclude these parts from the animation in the final result added to the game. Instead, wings will likely have an "open" and "closed" model, which will be swapped between depending on if the character is flying or walking (This same process will likely also be used for Hokere wings). Since we created the wings and tails as separate meshes to the main character, it is simple to add them back in within our game engine, Unity , so that they don't warp or look strange. Races with smaller tails, such as the Karavi and Vinsarr, only suffer minor warping on their tails, so we'll probably just include them in the Mixamo animation.
added(TL;DR - Mixamo doesn't like extra limbs, but we can add them back in Unity directly)
addedThese base models we are creating (One for each race/sex combination) will be used as the starting point for each unit model. For example, the Vinsarr Stalwart will start with the Vinsarr male base, and add armor and weapons. This makes sure members of a race look similar to each other, but can have enough variety to be picked apart on a battlefield. As lords will have both male and female variants, there will be two models created for them, so you yourself can look and see all the little details! Or not, that's fine too... . As Demons don't really have a sex, there will likely be multiple base models necessary to work them out.
addedThat's it for this announcement. Tune in next time to see Red boi versus Green boi, the battle of legend! our new progress! Thank you for your time, and I hope you enjoy the game!
Today, Lords of the Darkreign released on Steam. We are glad the game will finally be able to get in your hands, and hope you enjoy it! Of course, being an Early Access title, we hope you will report any bugs you might come across to our support email (LOTD-Support@protonmail.com), or to the Steam Community forums. We will be monitoring these channels carefully, especially over the next few days, so if you see something, out of place, let us know! We'd love to make it right.
Of course, Early Access also means MORE CONTENT, and we don't intend to leave you waiting long. We have already completed the base models for the Karavi (As seen in the previous announcement), as well as the Vinsarr. As of writing this, we have also just finished the Vaynar base models, and we would like to show them off with some Mixamo animations. Enjoy!
BY THE CREATOR! WHAT'S WRONG WITH HIS TAIL!
As you can see, our Vaynar male does not have his trademark wings, and his tail is acting... uniquely. This is a side effect that Mixamo, the automatic rigging and animation tool we use, is intended for human-shaped characters. While this mostly applies to the peoples of Ciel, the larger any extra appendages grow, the more likely they are to be warped by the "core" limbs (arms and legs) during the animation process. Since Vaynar have both large wings and tails, we will likely exclude these parts from the animation in the final result added to the game. Instead, wings will likely have an "open" and "closed" model, which will be swapped between depending on if the character is flying or walking (This same process will likely also be used for Hokere wings). Since we created the wings and tails as separate meshes to the main character, it is simple to add them back in within our game engine, Unity, so that they don't warp or look strange. Races with smaller tails, such as the Karavi and Vinsarr, only suffer minor warping on their tails, so we'll probably just include them in the Mixamo animation.
(TL;DR - Mixamo doesn't like extra limbs, but we can add them back in Unity directly)
These base models we are creating (One for each race/sex combination) will be used as the starting point for each unit model. For example, the Vinsarr Stalwart will start with the Vinsarr male base, and add armor and weapons. This makes sure members of a race look similar to each other, but can have enough variety to be picked apart on a battlefield. As lords will have both male and female variants, there will be two models created for them, so you yourself can look and see all the little details! Or not, that's fine too.... As Demons don't really have a sex, there will likely be multiple base models necessary to work them out.
That's it for this announcement. Tune in next time to see Red boi versus Green boi, the battle of legend! our new progress! Thank you for your time, and I hope you enjoy the game!