May 05
The last 10% takes 90% of the effort
I am trying to cowboy up and finish SWOOORDS, here’s the remaining todo list:
- improve dodge animation (tuck legs and lower entire model slightly)
- make telegraph time variable based on enemy type
- make rudimentary pathfinding, or redesign turn chunks to avoid pathing
- shorten dodge recharge or signal when it’s available again
- telegraphs use concentric circles to signal timing
- more variety in dungeon design
- more variety in enemy behavior
- more variety in swords
Unfortunately those last three are pretty vague and likely time-consuming. I’ll try to find the time to make another video, and I’ll scour the indiesphere for resources on how to make a cool trailer.
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nihilocrat posted this