Crunch crunch crunch.
- We're experimenting with the camera's focal length to convey the vastness of the desert.
- We created and implemented another rough jump animation.
- There are now killer vegetables in the game. Carrots are what Sarahul's nightmares are about.
- Lols aside, the vegetables are for a farm area at The Edge. People have to eat something.
- Alex finished the blockout of the "Mirror Room" in the wind temple and Julian programmed the logic. Time to test, model and integrate assets.
- Daniel created concepts for the Mirror Room.
- We're preparing our Kickstarter campaign and we're shooting a ton of in-game and real world video. In this dev diary, you can see some of the bloopers ;)
Nice update. Love how the animation work is progressing.
Hehe thanks Sph!nx, I'd love the animation to progress quicker. We're working on animations for 9 months now and somehow it doesn't feel as if we progress much. But I think we at least found the general direction in which to go now!
Finally, a game that comes with a proper FOV as default! Yes, I love it. This game gives me a very strong "old school game" vibe if it makes any sense. That's not a bad thing, by the way. It just makes me think that this is a game that takes itself as a proper video game and not some cinematic crap like everything nowadays. I think it's really promising and I hope you guys finish it. Also, I think you changed a lot in good since I started tracking this. It's shaping up quite nicely, whereas it was more of a concept when I did that. Good luck!
Thanks so much Drakenreiter! Your comment made my day!
No problem. I forgot to add that I started seeing this also as "a really interesting project", as in what Wolfire's Overgrowth is. I don't even know where this comes from, hehe, but will you ever work with them in some way? Or are you already?! Haha... Also, an idea for your game: maybe add a range of crosshairs in the options menu, with different sizes and shapes. What you have is not a problem, but I'd like to see something like that, but really small. I would say include a no-crosshair option too, but I think it's quite important in your game. Lately I found myself turning the crosshair off in shooters especially (if they allow me to), but there are games where I like having a really small one for interaction purposes. Anyway, cheers and good luck again!
I watch Wolfire's Overgrowth dev diaries regularly. But we are not in contact with these guys (yet?). Would be cool to meet them one day.
Hmm, turning crosshair off should not be a problem. I never turn the crosshair off because otherwise I'm a loser at aiming ;) But I like rather small crosshairs, too. A dot or something.