XaiJu
slaen
slaen

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Getting back into the swing of things

Jammed out some hoods for the monk robes. They're rigged and in game.

Then working on the monastery content. The main interiors for where the player will start are detailed and mostly done. The entry halls and rooms still need a detail pass for trims and everything but the layout is there. I'm also thinking I'll need grunge decals and placeables to break up all the straight lines everywhere. After this detail pass I'll drop this into the main map and then do a proper lighting pass.

I've been working on writing the night time scenes while the player is here and realized how badly I need to standardize the heights of furniture. That way I can re-use animations for things like beds, chairs, and countertops.

Still lots to do but it's coming together.

Getting back into the swing of things Getting back into the swing of things Getting back into the swing of things

Comments

This is a tough one really. I think it depends on where + how you're differentiating the swords. Is it strictly a damage amount? Damage type? Or specific against a type of armor or character class? Does this require new animations for each sword type? Is there a crafting component? How in depth is the crafting? lol, and then it's easy to spiral down the design rabbit hole. I think I recently saw a game that was all crafting swords and they had a really cool system of putting the pieces together where there were dedicated slots for like blade, hilt, pommel etc. That's probably a bit out of scope for me right now but, my current thinking is similar to Skyrim's stuff. So 3 sets of swords/bladed weapons and 3 sets of animations. Daggers - fast attacks + sneaky backstab damage multipliers. Swords - balanced attack speed + damage. 2 handed swords - slower attack speed but heavier damage. Maybe not quite as granular as your breakdown? does this cover most of the same design goals but less overally scope?

slaen

Hey, so I've been doing some research on swords. Here's a list. *Shortsword- good for close range stabbing *Longsword - Good for slicing and thrusting and typically has a hand guard. *Scimitar - A curved sword but bladed only on one side *Gladius - Good for cutting, chopping, and mostly used for thrusting. *Scottish claymore - Good for cutting and chopping. Also stabbing, but you've gotta be really strong to do that. In addition to all this good shit, here's some parts of a sword that you may be interested in: a leather handguard, the cross guard, the pommel, and that the grip was typically wrapped in leather for a good grip. Perhaps this'll be useful to you when you decide to model more swords. What do you think?

Oscar Wilde

Take your time it all looks wodnerful

genie


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