NokiMo
BloodCrisis
BloodCrisis

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Blood Crisis Dev Update - February

Hello all! Sorry this update is a bit later than usual, but sadly there just isn't much to report on in terms of development. That's not to say that development has been slow, anything but actually. In December I established that my current goal, the one taking precedent above all others, is to consolidate the numerous character blueprint functions I've created into one parent BP from which all others derive. At this point, I'd say I'm roughly halfway done with the refactor. I've successfully consolidated the disparate knockback systems, hitstun, and hitboxes. At this point, all I have left to do is genericize the rotation/tracking systems I've implemented on Alpha Knight and fix some of the pesky bugs that have arisen as a result of this refactor. After that, I'll be free to start adding all those juicy game features I mentioned in last month's dev update (saving/hp/meters/maybe cutscenes???).

Additionally, I know I tend to keep story stuff pretty under wraps, but I now have a pretty solid idea of what the very start of the game is going to look like, and if I do get around to doing cutscenes soon, the intro cutscene will probably end up being the first one I make, so stay tuned for that too! I'll be streaming on twitch later today with some more refactoring stuff, so make sure to stop by and say hi!! That's all for this update, thank you as always and I hope to have more exciting news for you soon :)


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