What changed
0 fixes1 addition4 changes0 removals
changedHandsWe progressed with the hands optimization, and are scrupulous again in setting up the animation, the interaction of the dependent hand from the leading one, their location and mechanics for different needs, especially in work with weapons.
changedAnimation of interaction with weapons, combat systemContinuing the previous diary we would like to share the progress in the work with the combat system and weapon animations. As you can see, we have listened to the advices of most of you regarding the location of the weapons and respect to all of you for that! Look at the animations for engaging / retracting the gun, running with the weapon, shooting. Check the updated locomotion.
changedEquipment, trade and reputation systemAt the moment, the mechanics of generating the parameters of things and the good range of merchants have been worked out, and most importantly — the process of purchase and sale itself.
changedSlow zombies and bloodsuckersA slow zombie (class — undead) makes up for the slowness with its tenacity — he will move towards the main character in order to beat him to death, in spite of everything and not retreating even in front of fire. The opposite to him in the speed of movement is a ghoul (class — bloodsuckers). It looks like a mutated person with the habits of a hungry wild beast. Retreats if he feels the strength of the enemy, but will try to finish off the injured victim. Holy water, fire, sunlight are among his weak points. Also pay attention to the hitmarkers (visual confirmation of hitting the enemy) updated in comparison with the previous videos.
addedSlow zombies and bloodsuckersːsteamhappyː Write your impressions, comments and recommendations in the comments — we read everything! ːsteamthumbsupː Add the game to your Steam-wishlist already now if still didn't do it :)
Redemption of the Damned changes
changedWe progressed with the hands optimization, and are scrupulous again in setting up the animation, the interaction of the dependent hand from the leading one, their location and mechanics for different needs, especially in work with weapons.
changedContinuing the previous diary we would like to share the progress in the work with the combat system and weapon animations. As you can see, we have listened to the advices of most of you regarding the location of the weapons and respect to all of you for that! Look at the animations for engaging / retracting the gun, running with the weapon, shooting. Check the updated locomotion.
changedAt the moment, the mechanics of generating the parameters of things and the good range of merchants have been worked out, and most importantly — the process of purchase and sale itself.
changedA slow zombie (class — undead) makes up for the slowness with its tenacity — he will move towards the main character in order to beat him to death, in spite of everything and not retreating even in front of fire. The opposite to him in the speed of movement is a ghoul (class — bloodsuckers). It looks like a mutated person with the habits of a hungry wild beast. Retreats if he feels the strength of the enemy, but will try to finish off the injured victim. Holy water, fire, sunlight are among his weak points. Also pay attention to the hitmarkers (visual confirmation of hitting the enemy) updated in comparison with the previous videos.
addedːsteamhappyː Write your impressions, comments and recommendations in the comments — we read everything! ːsteamthumbsupː Add the game to your Steam-wishlist already now if still didn't do it :)
We bring to your attention a brief summary of the progress of the game development process over the past month.
Hands
We progressed with the hands optimization, and are scrupulous again in setting up the animation, the interaction of the dependent hand from the leading one, their location and mechanics for different needs, especially in work with weapons.
Animation of interaction with weapons, combat system
Continuing the previous diary we would like to share the progress in the work with the combat system and weapon animations. As you can see, we have listened to the advices of most of you regarding the location of the weapons and respect to all of you for that! Look at the animations for engaging / retracting the gun, running with the weapon, shooting. Check the updated locomotion.
Equipment, trade and reputation system
We have made significant progress with work with hero’s equipment. So, several types of equipment will be available in the game at once: firearms and blunt weapons, bows and crossbows, swords and daggers, as well as consumable items like powder bombs, potions, etc.
At the moment, the mechanics of generating the parameters of things and the good range of merchants have been worked out, and most importantly — the process of purchase and sale itself.
Slow zombies and bloodsuckers
The already gloomy atmosphere will be complemented by monsters of different types with an ascending gradation of their danger from weak and ordinary opponents to strong ones, mini-bosses and bosses. Undead, bloodsuckers, werewolves, monsters, spirits… These are just a few of the racial species that are being worked on. Let’s introduce you to the representatives of two of them.
A slow zombie (class — undead) makes up for the slowness with its tenacity — he will move towards the main character in order to beat him to death, in spite of everything and not retreating even in front of fire. The opposite to him in the speed of movement is a ghoul (class — bloodsuckers). It looks like a mutated person with the habits of a hungry wild beast. Retreats if he feels the strength of the enemy, but will try to finish off the injured victim. Holy water, fire, sunlight are among his weak points. Also pay attention to the hitmarkers (visual confirmation of hitting the enemy) updated in comparison with the previous videos.
ːsteamhappyː Write your impressions, comments and recommendations in the comments — we read everything! ːsteamthumbsupː Add the game to your Steam-wishlist already now if still didn't do it :)
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