DevWithoutACrew







Level 2 Warlads - 3d Fighting game « on: April 06, 2016, 11:33:12 PM »



Warlads

Warlads is a 3d fighting game where it tries to solve the biggest question of our times, Ninjas vs Pirates or Samurais or Knights or Sumos or... you get the idea.

Over the next few weeks we will go into further detail about game mechanics but here's a sneak peak.



Our first arena, the Throne Room





The Throne Room in motion







This week I started working on characters and animations. Here's our first one, the Pirate





Left one is without the gear, right one is how he is going to appear in game. The pistols he has attached will change every time he shoots.



Attack animations for the pirate





This is the damage animations, this will probably be shared through out most of the characters





The pirate's special ability is the flint striking ignition mechanism on his pistols





Here's a teaser for the next few weeks









Until next time,

Cheers



p.s. This is a work in progress and nothing is final We finished our first game http://store.steampowered.com/app/397860/ but no rest for the wicked! We move on (while still doing support) on our next game:Over the next few weeks we will go into further detail about game mechanics but here's a sneak peak.Our first arena, the Throne RoomThe Throne Room in motionThis week I started working on characters and animations. Here's our first one, the PirateLeft one is without the gear, right one is how he is going to appear in game. The pistols he has attached will change every time he shoots.Attack animations for the pirateThis is the damage animations, this will probably be shared through out most of the charactersThe pirate's special ability is the flint striking ignition mechanism on his pistolsHere's a teaser for the next few weeksUntil next time,Cheersp.s. This is a work in progress and nothing is final Logged C Sharp Accent Tutorials

https://www.youtube.com/channel/UCq9_1E5HE4c_xmhzD3r7VMw

DevWithoutACrew







Level 2 Re: Warlads - 3d Fighting game « Reply #2 on: April 07, 2016, 09:48:53 AM » Thank you!

We are still on R&D so stuff may change, currently we are going for something simple, easy to learn, hard to master way. I'm currently thinking 3 levels of attack (light,middle,heavy) that's basically a combo and a special ability for every character. I'm leaning towards the brawler type games like Samurai Gunn or Towerfall rather than the usual fighting games (Street fighter etc.) although I felt the one hit kills didn't really worked that great. I'll post more details when I have something more solid to explain and show Logged C Sharp Accent Tutorials

https://www.youtube.com/channel/UCq9_1E5HE4c_xmhzD3r7VMw

DevWithoutACrew







Level 2 Re: Warlads - 3d Fighting game « Reply #4 on: April 14, 2016, 10:21:16 PM »



Here’s a pic





As you can see the reflections are way more easier on the eye and the scene reads a bit better.



Also this week, started scripting the controller and have most of it down. Attacks now trigger react animations, based on the type of attack and the frequency of being attacked. Here’s a gif





The light attacks can be a combo together, so to avoid their eventual spamming, the defending player is moved out of the way if he is attacked constantly. Now of course, if he walks backwards off a cliff, that’s another story…



Heavy attacks, are charged attacks, so not only they take time to do, their use should be strategic





If you are being attacked from behind, then that also triggers a different animation







Finally, when you jump upon an enemy, you are being pushed back up (SM style) and the defender is left on a stun state, it’s length and animation depends on the weight of your character and the height you dropped from.



Here’s a gif with it





Air velocities need some tweaking.

As always, this is a WIP and nothing is final, so until next week,

Cheers Continuing from the previous week, I reworked the lighting on the throne room. Changed the particles for the fire to something more “fiery” and tweak a bit the textures of some of the models.Here’s a picAs you can see the reflections are way more easier on the eye and the scene reads a bit better.Also this week, started scripting the controller and have most of it down. Attacks now trigger react animations, based on the type of attack and the frequency of being attacked. Here’s a gifThe light attacks can be a combo together, so to avoid their eventual spamming, the defending player is moved out of the way if he is attacked constantly. Now of course, if he walks backwards off a cliff, that’s another story…Heavy attacks, are charged attacks, so not only they take time to do, their use should be strategicIf you are being attacked from behind, then that also triggers a different animationFinally, when you jump upon an enemy, you are being pushed back up (SM style) and the defender is left on a stun state, it’s length and animation depends on the weight of your character and the height you dropped from.Here’s a gif with itAir velocities need some tweaking.As always, this is a WIP and nothing is final, so until next week,Cheers Logged C Sharp Accent Tutorials

https://www.youtube.com/channel/UCq9_1E5HE4c_xmhzD3r7VMw