Thank you booman! I'm glad you enjoy it. Mainly, people are saying that the bosses are too easy, so we've decided to make them a LOT harder. Hopefully, we'll get it just right on the 3rd time ^_^
Thank you booman! I'm glad you enjoy it. Mainly, people are saying that the bosses are too easy, so we've decided to make them a LOT harder. Hopefully, we'll get it just right on the 3rd time ^_^
Thank you so much for your kind words. Our lead programmer uses Linux quite often and so getting a Linux build ready at the same time as the Mac and Windos one was a must. Of course, we're always looking out for new testers, especially for Linux!
Thanks again!
Yes, we have a cool one for this week! (hopefully, but things do look good!)
Hi. There were some problems related to frame rate issues. These builds are a little old now, but we plan on releasing new public builds in the next month. They will be limited to the first level and lack lots of content, but will serve as our demos and technichal benchmarks.
We are working on it. But we want to test it a little before launching it into the wild. We'll have an announcement hopefully this week!
Wow, that was a lot of plays! Please leave your feedback in the forums...
This is a video showing the basic land attack patterns for the fist (and only, for the moment) weapon I implemented into the game:
The system is quite versatile. Each attack has its own assigned animation, behavior and cancel points. Each attack is then triggered if there is a valid input from the current state the player is in. That allows quite a lot of flexibility and has thus far saved a lot of time in tweaking. The only caveat thus far is that the state matrix can get huge (currently I have more than 20 states and that's with little content, each weapon has its unique ~8 states), which means I will need to rewrite the editor to allow for trimming of the matrix for editing.
Heart&Slash
joined
In the process of developing Heart & Slash, a fast paced 3D brawler Indie game with rogue-like elements.