Enemy spawns

I did say in the past that the game would be organized with battle waves.. There will be dedicated locations for battles so that you need to clear a zone before being able to move forward. Then the difficulty here is to spawn enemies without seing them popping on the screen. Classic ! While trying…

Low poly gun

I did a quick and dirty modeling + texturing of the gun. The result is a failure to me, but it was still worth trying : It’s really a rough low poly object. The texture is pretty bad but the gun is ready to be used. On Sketchfab : https://skfb.ly/6rzCF  

Din in Unity

I just imported my NPC Din and his animations in my Unity project. I applied the shadowless toon shader I’m using for the game and looks not too bad I think ! I won’t start working on dialogs and promps just yet. Here I mainly wanted to play again with Blender and this character was…

“Din” walk cycle

Here comes my walk cycle for my first NPC, code name “Din”. I suck with naming characters, really. I just named the files with the first random things that come to my mind. So in the future any name may change. Here, after a quick search “Din” means “religion” in arabic. Haha. But Din is…

First NPC WIP

As I said in a previous post about NPCs I plan to do some characters whose only purpose will be to talk to the main character during tutorials or for short story telling sequences. There won’t be anything like a proper story, huh ? I’m just thinking about something basic. So, the first NPC is work in…

Super Attacks

I’ve been thinking latelly about this super moves logic… After talking about my concern to a friend of mine, he shared with me the following video which is pretty inspiring : Even if I’m way too unskilled to do such things (in terms of graphics, animations… well everything actually), it’s still really helpful, believe me. From…

Health and Super crate

Lately I’ve been looking for a crate to contain life and super orbs (green and red orbs). Truth is I hoped I could find a free 3D asset matching my need… I was looking a kind of “semi-open” crate : something like a cage, but not a cage. Ok, as you guessed, I didn’t find…

Wall climbing

As I mentioned in a previous post I’m thinking about adding some plateformer elements in the gameplay. I’m designing wall climbing, jumping, wall sliding (top to bottom) and maybe side wall riding. But all of them will be only  possible from dedicated locations. The player will have to tap on a “jump” icon or something as…

Textured cat

  The cat is now textured and rigged ! Ready for animating. Finally I did a pretty simple face. Since it’s a “common” enemy I felt like making a kind of “basic” face without any special expression.

Basic foe

I’m working on the basic enemy you’ll be beating. It’s a simple cat. I’m done with the low poly modeling and rough seam marking (red lines for texture splitting/mapping). Now I’ll do some texturing. I think I’ll end up having several textures for the same mesh so that I can recycle this character.

Back to Unity

I’m now integrating the first enemy in Unity. Looks like the cell shading style fits nicely. I think I’ll put this boss aside for now. Because, I plan to give it some specific behaviours and at this stage I don’t have a proper state machine logic for AIs yet. I’ll move to the design of…