I HAVE COME BACK FROM THE DEAD (or at least the anim marathon followed by some hibernation)
The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:
That's the "backdash" evasion move that now allows mid-evasion form switching, because why not, followed by a block->counter (attack with the right timing after a block, and you'll do a more powerful move than normal, and in some cases jump straight to a combo finisher). I'm also trying to get a "parry" mechanic working, where blocking with the right timing would allow you to slow down time for a bit - it works with projectiles, but not with enemies for some reason, so I'm still looking into it, but it feels pretty good :-D
I'll now focus on getting all of this clean and playable for a vertical slice of sorts, in the hopes to present to some potential publishers/investors. Not that I particularly relish the idea of hunting for money, but devving on crumbs gets tiring after a while... so yeah, communication is now the name of the game. To that end, I've been making some promotional stuff, to hopefully get their attention. Here are a few examples:
And here are a few "intention shots" - illustrations meant to convey how the final game should look if all goes well (is it technically a bullshot if it's not a screenshot at all in the first place? Either way, turns out it's a required communication tool to even start a conversation with many publishers, so I have to play ball, if only for a bit...)
(Again and to be clear/future proof this: THESE ARE NOT SCREENSHOTS, THE PROTOTYPE DOESN'T LOOK ANYWHERE CLOSE TO THIS, but hopefully, given a few years and a few hundred thousands bucks, it will :-D)
Lastly, here's yet another thing I've had to make for comm purposes, but I hope it's fun enough to share here: you've seen most of them already, but here's the "animated process" of an animation taking shape (with the patented "weird gif trash trails that actually look kinda cool"):
And now, back to getting the latest prototype in playable form for testers to finally get their hands on the latest stuff - yes Weltall Zero , air momentum is finally coming :-D
The new anims are now safely integrated in the prototype, and I've taken the opportunity to chain some stuff together because it seemed like it would play nice, and well:
That's the "backdash" evasion move that now allows mid-evasion form switching, because why not, followed by a block->counter (attack with the right timing after a block, and you'll do a more powerful move than normal, and in some cases jump straight to a combo finisher). I'm also trying to get a "parry" mechanic working, where blocking with the right timing would allow you to slow down time for a bit - it works with projectiles, but not with enemies for some reason, so I'm still looking into it, but it feels pretty good :-D
I'll now focus on getting all of this clean and playable for a vertical slice of sorts, in the hopes to present to some potential publishers/investors. Not that I particularly relish the idea of hunting for money, but devving on crumbs gets tiring after a while... so yeah, communication is now the name of the game. To that end, I've been making some promotional stuff, to hopefully get their attention. Here are a few examples:
And here are a few "intention shots" - illustrations meant to convey how the final game should look if all goes well (is it technically a bullshot if it's not a screenshot at all in the first place? Either way, turns out it's a required communication tool to even start a conversation with many publishers, so I have to play ball, if only for a bit...)
(Again and to be clear/future proof this: THESE ARE NOT SCREENSHOTS, THE PROTOTYPE DOESN'T LOOK ANYWHERE CLOSE TO THIS, but hopefully, given a few years and a few hundred thousands bucks, it will :-D)
Lastly, here's yet another thing I've had to make for comm purposes, but I hope it's fun enough to share here: you've seen most of them already, but here's the "animated process" of an animation taking shape (with the patented "weird gif trash trails that actually look kinda cool"):
And now, back to getting the latest prototype in playable form for testers to finally get their hands on the latest stuff - yes Weltall Zero , air momentum is finally coming :-D