Hey there!
Despite the fact that we're still having our dev weeks at Julian's place having fun, playing board games and cooking, we managed to squeeze in some great updates this week.
- Julian coded a new obstacle: quick sand
- The run animation looks pretty good by now!
- The jump animation needs some tweaking but comes along nicely
- We made very cool looking canyon walls that look great from afar and from up close.
See it all in this week's dev diary #25.
Quicksand looks epic. Keep it!
One thing I would do, however, is change the texture of the quicksand and make it a bit darker, so it blends in more with the rest of the sand, or blend the two together a bit more.
Some really innovative stuff in this game. Been following it for a while and enjoying the updates. Keep at it.
I still think the running animation could use some work. He feels a bit stiff like a board if you look at his back. (A top down, side view and slow rotational view of the running animation would be great. So we can give a better assessment and opinions on your running animation!):)
Quicksand, as long as you guys know how it "really" works in RL and where it occurs, it's fine. But the mechanic is a bit childish (Nothing wrong, but being older than when I was a kid and back then really enjoyed this stuff. I realize a lot of the things I knew as a kid as ******** nowadays).
Good job anyways, looks interesting.
Good observations. I'll forward them to our animator.
Regarding the Quick-Sand: Sure I know that it works differently in RL, but somehow that is a) not as easily conveyed to the player, and b) not as fun ^^.
The question is if it really bothers or one can accept it as part of the fantasy world. What do you think?
I always click with anticipation whenever I see news from SoN. Future kick-starter, ey? Very sweet.