NokiMo
BloodCrisis
BloodCrisis

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November Development Update

Howdy all!! Relatively small update this month, I've mostly been busy refactoring code in preparation for my goal of having a small demo out on Steam by the end of the year. As per my last Patreon update, the complete demo will be a single room where you can fight endlessly-spawning waves of enemies, and future updates to this demo will add new combo moves, enemy types, and areas as I prepare to dive into creating the game's save and inventory systems. 

During October, the things I've been most focused on are genericizing my hitbox code and creating a more robust system for handling how combos work. 

I've also been animating new combo moves, such as a gap closer, a wide sweeping attack, as well as adding animations for player damage. This upcoming month, I plan on (finally) implementing graphics for HP for both the player and enemies, as well as finishing up the new area I began modeling last month. 

Additionally, on stream this month I've started modeling a new enemy!!

It's going to be an ongoing stream project, so make sure to tune in this Thursday at 7pm EST to see more developments! I'll be UVing and rigging him soon, which is something I've wanted to do on stream for a long time!!


Lastly, I have (once again) started writing a new, revised version of devlog #2. It's a lot different than the script I dropped a few months ago and is a bit of a departure from devlog #1, but I think it's been long enough that I gotta sit down and force myself to make something for YouTube. That's all for this month, I'll see you in video form soon! Thanks as always for your continued support!!


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