Now, the focus at the office the days has been partly level design and map designing principles. How big should a map be? How do we set the maps up so that they're fun, but also makes sense? What Color scheme should...?
This week, discussing why it is important to have varation in levels & what we intend to do with that for FIGHTWORLD. Also, we're thought experimenting with what could be possible in the future.
In a previous blog post, we explained the concept of stunning. We can now proudly showcase how far we've come with it. Imagine, you attacking an enemy to the point of breaking their shield. This makes them stunned and you have a small window of time to dash into them, to instantly execute the enemy. This short frame window is shown as the red circle when they take the damage; and to execute, simply dash/charge into the enemy with the Dash button.
Currently, the sword is a dash forward that pierces through enemies. This is quite instant and goes through multiple enemies, damaging all. What we've found is that this is extremely powerful in some maps like Capture the Flag, where the sword character potentially has two dashes, and can outrun anyone even with the flag, that slows the bearer down. We thought of reworking it, and the concept so far is this...
This week, we're experimenting with shields! So, how does it work? Basically, the idea so far is that if you hit your enemy fast enough (as if it was a combo), you will deplete their shield first. This means, going from 100 to 0. When 0 is reached, the enemy gets stunned & can be executed within a short timeframe. If the enemy is not executed, they will start regenerating their shield over time, unless they get hit. If hit when their shield is down, they have a normal HP meter that will keep going down if you hit them. If their hp reaches 0, they can die without being executed.
At this time, we're experimenting with gameplay changes, and we're trying out stuns. I cannot express how much of a difference it makes during gameplay! IT'S SO MUCH FUN! Let me tell you first that this is very early in the prototyping phase and we're not fully done with the idea. So, how does stuns work...?
We've been working day in and out to finish on some of the more difficult aspects of the game, like networking, matchmaking & menus. This means, there hasn't been too many updates revolving gameplay changes or even many new and exciting images for FIGHTWORLD.
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. In this lastpart, I'll try to explain rigging & the final touches of a model.
Welcome back to the Rekt Games devblog! This week, we have our PART TWO GUEST POST below! This week, Christoffer will be explaining the concepts behind UV modeling & texturing.
Greetings fellow viewers. I’m Chris the 3D wizard here at Rekt Games. In this blog I will briefly go through my workflow from where Johannes blog ended. From creating a 3D version based upon a concept. Base blockout/Modeling is where it always begins. I have a model to act as a reference model, in this way I can have a sense of scale so that a helmet, glove or even a door are created in the same size fitting to the character.