The last but not the least bunch of planned weapon animation sets, not weapons themselves, but the way characters hold and interact with the weapon.
Combat Staves

While it might seem ordinary, this category is extremely versatile, be it just long sticks, bladed staves, sickles, polearms, spears, all can use similar animations. The beautiful moves and intricate dancing fightstyles are expecte...
2018-06-24 04:03:13 +0000 UTC
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Let's take a look at the second bunch of possible weapon animation sets. Versatility of them is key, the more generic they are, the more unique weapons we and modders can add later on. The characters will then be able to hold and operate any custom weapon model in the styles similar to ones shown in the sketches below:
Light Ranged Weapons

Light weapons worn as arm-guards, retractable, foldabl...
2018-06-11 05:47:22 +0000 UTC
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Thanks everyone for the support for this exciting new month!
With the most of the work for the locomotion animations done, it's time to start working on animating the weapons, tools and skills!
In this post I'll demonstrate 4 potential types of weapons, however, those are not the "weapons" you're going to use in game directly (that will come later), instead I'm listing the different styles of how such weapons can be held and operated.
For example, two actual weapon obje...
2018-06-03 07:09:52 +0000 UTC
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Well, it wasn't that simple to implement as I said in previous posts, and it's not because of animations themselves, but the transitions between them. Adding 3-degrees of freedom to swimming animations, while making it look somewhat natural and organic wasn't easy.

It's difficult to show it in a gif without making it absolutely huge in filesize, but here is a short snippet how diving and rising comple...
2018-05-30 05:01:26 +0000 UTC
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First of all, sorry for a delayed update - I got quite ill, had fever and splitting headaches, that stopped me from approaching the computer for a few days... Now I'm getting better and back doing work: making more animations and script that triggers them at correct conditions.
Thank you so much for supporting this month of development!
I will soon have more gifs to share, but for now its just sliding tests, as you can see, the animation is different depending on where character is facin...
2018-05-11 22:28:22 +0000 UTC
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I re-did stopping animations because the old system wasn't really thought through turns out... Challenge lays in that it is important that there is multiple stopping animations: we don't know when the player releases the movement input and when the character is supposed to stop.
At the moment of stopping the character can have their right leg in front and left in the back, or other way around.. or both legs can be in the middle, while one in the air and another is on the floor. This resulted t...
2018-04-30 06:57:32 +0000 UTC
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Almost all ground locomotion animations are complete, from walk to run cycles, turns in place, stopping, jumping, falling.

These build up the core of the most frequently seen animations by the players, that's why I took some time making them look decent. They are not perfect yet, and in fact there is a lot of improvements to be had, but for now they do their job - it is always possible to revis...
2018-04-23 05:42:28 +0000 UTC
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Animation work is going in full strength, and aside from regular locomotion, jumping and swimming, there are also special animations that happen when creature is using abilities or shooting weapons.

This is one of such abilities that we're working on. Perfect for players who is tired of their female creatures spawning regular boring eggs inside them. It allows you to weaponize them! ...
2018-04-01 07:51:35 +0000 UTC
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So as promised, I'm uploading the source Blender rig file for everyone to use! The main purpose why this would be eventually released for public usage is to support mod makers creating new animations, however it's not quite ready for that at this point.
Think of it as early access behind the scenes look! If you're a blender user, you might find this educational - after all, I personally could not find an example of a more advanced Blender-made rig than ours anywhere on the internet :}
2018-03-31 19:04:46 +0000 UTC
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Just a quick update: I'm working on animations now! So far it goes pretty well thanks to our highly advanced rigging and scripts we made in Blender (without them animating would be a really big pain) so ultimately it was worth spending so much time preparing this rig.

Before you ask why the neck has weird z-fighting it's because the gifs are just recorded in blender, and it is not setup to rende...
2018-03-21 04:58:56 +0000 UTC
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First of all, thank you for all the support and love you're giving us <3 Quality work needs time to develop, especially when it comes to good animations, and to do good animations, first step is to make a good rig.
Blender is a nice tool.. but it lacks a support for certain features of professional rigs done in programs like Maya. In the previous post about rigging I went though most of the "mechanical" features, but now let's take a look at the UI plugin we custom-made for the animator con...
2018-03-04 04:31:54 +0000 UTC
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Our game doesn't have much content yet, and while animations for many bipedal races are coming soon with the finished rig, it's not yet late to think and refine the what gameplay is going to be like.
TLDR version:
New playable level ideas
> Gives an exploration goal to the player.
> Desert around and canyon are playable areas with common loot and resources, and little danger.
> Strive to go dee...
2018-02-19 06:53:53 +0000 UTC
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So the vast majority of figuring out how to do a proper rig in Blender is done! In case you're wondering why it took so long (2 months of every day dedicated work, in fact), well, there are no learning materials available for such advanced level rigs out there in the internet, simply nothing of use.
To develop such high-level production-ready rig in Blender I spent lots of time on something that is called R&D (Research and Development), solving problems, engineering, and...
2018-01-31 02:32:10 +0000 UTC
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First of all, Happy New Year and thanks to everyone supporting the project for all of its time. You guys are amazing and I need to keep reminding you that :}
Here is the retrospective of 2017 as promised, it took me a while to write this post, I know its 9th already and new year thing is kinda over by now, I just wanted to finish writing the Blender animation addon first, didn't wan't to break the flow so to say, sowwy!
Here is a list of some of the big things we did past year, in ...
2018-01-09 07:05:00 +0000 UTC
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I wish you all the murry and all the amazing, scaly and fluffy things! I'm not good at written holiday wishes, that's why I drew a picture instead! ^^
I want to say thank you everyone for the amazing support you're giving to the project of my dreams... our dreams, even! After all we're all making the game together :}
Planes of Existence has advanced very significantly over the last year, we have all the foundation laid out for most of the features to function, lots of planning and progra...
2017-12-24 17:44:11 +0000 UTC
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Thank you so much for supporting the project this month! As per usual, I can only issue your rewards if you contact me with the things you want me to put into the game, otherwise you'll just be listed in a hall of fame once its complete :}
Going to the next development stage
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I have some exciting news to share - soon, very soon, the game will be ready to rightfully come ...
2017-12-04 23:35:51 +0000 UTC
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Some news I wanted to quickly share:
I have spent some time and set up everything I needed to start streaming, (overlays, transitions, animations), and done a few test-streams, so far it has been a pleasant experience! Turns out I love when people watch me work on something :} . I have yet to try talking over the mic while immersed in creative process, so far it has been just music.
I stream on Picarto for obvious reasons, most of my art process wouldn't go well with Twitch or Yout...
2017-11-28 05:32:30 +0000 UTC
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Thank you so much for the support this month!
A lot of time consuming character modelling is done finally, various body variants for Hizathri species are rigged to a freshly created master-rig for all bipedal and upright standing creatures (more to come later and they will re-use the same animations) . What's finished has been added to the game and... to support all that good stuff we needed to do some big changes to customization system.
Now instead of having some hard-...
2017-11-12 04:48:25 +0000 UTC
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Prelude
Shadows weren't a part of the original ecosystem that supported life and encouraged evolutionary progress like elementals always have done. They came to Khzandithri by one big mistake, a security breach of sorts... And they spread like a disease, corrupting the whole spheres one after another, turning living creatures into Shades - dark deformed monstrous versions of themselves.
Shadows are the descendants of a very dark plane of existence, they are invisible entities th...
2017-11-01 06:51:24 +0000 UTC
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The game is getting populated with the final models more and more, however there is always more work required, like right now, before releasing the build with the new Hizathri models they have to be fully rigged and animated first.
While that's coming along nicely, I thought that since I recently switched to Blender (a free and open source modelling program) everyone could just get any of my current work-in-progress models and take a close and personal super-early preview of them!
2017-10-30 03:57:06 +0000 UTC
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If someone doesn't know where that phrase is from, it's from the opening theme of Attack on Titan... and you can tell why I chose it :}
As you know, it's our goal to portray creatures of our game as living beings, and not just a pile of moving polygons on screen - that is why I modelled muscles, organs, and skeleton. And I think it's a perfect time to talk about some spookeh scareh skeletonhs, after all, halloween is incoming!
2017-10-22 20:20:48 +0000 UTC
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First of all - thank you so much for support this month!
I've been in search for an animation program for quite a while, despite that I work in Modo and know Maya, and 3ds Max (though might be rusty on this one) I still wasn't sure what program would suit our project better.
So far I rigged the original dinosaur in Modo and really hated every singe moment of that process.
I even had to write a bunch of tutorials for myself after I figured out just the right sequence of actions ...
2017-10-05 06:04:57 +0000 UTC
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One of the big world exploration features is when you go into a cave and start making your own way through it, literally. Nowadays its not so innovative to have digging in a survival game, but it doesn't mean it has to be just a carbon copy of what other games did.
We're not going to go down the rabbit hole of voxel-based games, instead the caves are going to be fully hand-made along with tile-based, destroyable sections, where players can find materials and other randomized hidden things.
...
2017-09-30 23:29:23 +0000 UTC
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So if you've played previous demos, you're probably familiar with color customization system we have... Though, it's been bumped to a higher level, because it has such a huge potential.
During the course of the game you will be unlocking and discovering new colors, that don't just represent some RGB values you can simply pick with a color picker in paint.
The system allows tweaking those colors, here is a demonstration of one colored being shifted around, producing different result...
2017-09-18 17:13:34 +0000 UTC
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Don't be scared! He's ok! Its just red paint..... for now.....
So when receiving a lot of damage, even the shield fueled by an infinite energy source can start giving out. Energy might be infinite, but the generation rate and the capacitors aren't.
Surely, blood is not the most realistically drawn, but it doesn't have to be due to artstyle. It gets the point across - your character is an organic being and they can bleed, especially if player puts them through some rough times...&nb...
2017-09-12 02:40:14 +0000 UTC
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Thank you so much for the support this month! I really appreciate what you do for the game of our dreams, without your help I wouldn't even be able to come close to the current state of the game!
But sadly, lately Patreon support has been going downhill a bit, and it's quite strange - the game's going very good and lots of systems, features, models are being completed and finished.
Surely the updated character visuals took a while, but it was important to do now, because there's be...
2017-09-05 04:53:57 +0000 UTC
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Ever had this thing when you accidentally put your camera inside a character in any 3d game? And it looks horrifying - either floating eyeballs and teeth, or you see your character from inside like an empty tube, like an inflatable toy.
This always disturbed me a great deal, even though its technically how 3d models work, I never wanted the unprepared player to experience that. I feel it's important for our game, where we try hard to persuade the player that our creatures are living beings... ...
2017-08-30 19:51:12 +0000 UTC
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Started working on a new effect that will be a big part of the game:
Whenever you respawn or change species your character body - it will disappear similar to how shown in the gif, but with more anatomical detail and flashy particles, because there will be actual muscles and bones involved in this transition. And then, a new body will be quickly reconstructed in a similar manner.
Sounds a bit gross? Well, please remember that this game is inspired by nature and all living organic things,...
2017-08-29 01:03:41 +0000 UTC
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You might have seen a particular green crystal featured there and there in the art of the game, even on the UI... It's not just a decorative element, its a big part of the lore.
In our multiverse, everyone, who passed through the Gateway at least once, is equipped with a special crystal that is capable of generating infinite energy, protect it's host, and give special abilities when its augmented with special modules. Not to mention it is also capable of restoring the body in case it dies for ...
2017-08-28 02:39:19 +0000 UTC
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If you haven't followed me on Discord, you might be wondering why I kind-of disappeared for a short while...
Short story: I (Salireths) moved to another country, to another side of the planet entirely. This was a big moment in my life, and just like with every big move like that, it disrupts normal work for some time, because there is always a ton of stuff to do IRL, from sitting in planes and airports for hours, then finding a house for rent, to buying simplest kitchenware... I'm not go...
2017-08-08 05:46:16 +0000 UTC
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