Sorry if its getting spammy! Tell me to chill if it's too much! We've hit a point in development where the foundations are built so its mostly just content creation, which is the fun part! Meaning also a ton of content production for you!
Lets go!!
Luke is pushing full steam ahead on the animations! Here are some so far





These are dialogue animations, and together using animation blending we can easily swap between each looped pose during conversations (eyes and mouth don't work in the preview mode)






Some Fresca animation concepts for dialogue!



Here are some concepts and models as we work through our environment art. This is probably one of the biggest parts of development




Magic Decoy is here! It's still a heavy WIP, mostly because we need all the character animations to be completed to call this "officially complete", but the code is ready! Lets take a look
Magic decoy was inspired by Psychonauts skill, Clairvoyance! Not only will this skill distract enemy NPCs, it also gives you some information about the character you are casting the spell on. Magic decoy is an illusion spell that will spawn a characters current desire




How does magic decoy work?
This skill could potentially be upgraded (lower cooldown time, longer distraction period, spawn more than one at a time...) and the present box meshes will become fancier with each upgrade.
Guard Dog with eyeshine depth on their sunglasses! No category really, I just like the result




Still early work in progress on these two! But getting somewhere, just doing a rough pass for their upcoming animation!

I could spend hours talking about how much I love Adams music. It adds such a cinematic effect! Here we have two more Prologue soundtracks
First we have the treehouse inspection (see gameplay here) , a mission designed to teach you to interact with items and for Billie to pick up her sword. This level follows Billie's "I want" song/level, Adventure. A very high energy song and gameplay segment. The intent is to bring the energy back down before the troll boss fight, whilst also giving a space to breath and take in more of the story and world around you
Just in case you haven't tested the builds, this is very bad scratch audio!!! Please forgive my poor voice acting, I am not voicing Billie I promise
Then we have "off to find a Troll", (see gameplay here)
I often feel this level fell flat in my personal testing of it. However, I think its due to the tone we were trying to reach. Another slow segment before the troll boss fight we learn how to attack and how to pick up and throw items!
This level is intended to be scary and build the player up to the approaching boss battle. Moments away from danger. With the correct lighting, art assets and music, this should hopefully create a more intense gameplay segment!
We also introduce the mushroom men (you will have seen the animated versions of these little guys on previous posts we've done). The are non aggressive but create stunning spore clouds when attacked. Perhaps this can be used to your advantage in the boss fight?
(Sound effects are also very temporary! we are hiring someone for custom work rather than the stock stuff we're using atm)
Some concept art of the intended art direction
Cutscenes will be scored later once they have been fully animated!
With preproduction coming to the end we have started work on the very basic outline for the planned DLC. This will allow us to potentially drop hints in the first game to lead up the the DLC! I can't give much information yet, as it would spoil the ending of this game, but I hope you enjoy the new character designs!


That's it for now, thank you for reading <3

Jaxon
2024-03-17 01:55:07 +0000 UTCEiden
2022-09-07 05:47:17 +0000 UTCH_Bird
2022-09-06 19:38:58 +0000 UTCLeaks
2022-09-06 03:53:11 +0000 UTCBillie Dixon
2022-09-02 01:46:05 +0000 UTC