A little over two years ago I knew nothing about game development, modeling or animation.
Judge for yourself whether those last two years of learning were wasted.
Currently working on another enemy lurking in the darkness of Hraefnfeld...
...The Sun Knight.
This time I’m presenting a small fragment of the creation process... from sculpting and retopology to the first tests inside the game engine.
And still heavily work in progress :-)
#indiegame#indiedev#gamedev
@Lordgrimm123 I simply needed a bat-like monster for some gameplay purpose, then I passed my requirement to a concept artist. He came up with the design, so I just had to model and animate it.
@starhoundstudio Great insight and points, actually my direction was more towards emergence situations. The cover destroyed produced smaller rocks based on the size could be climb on for jump atttack, maybe taken and thrown at the monster or used as additional cover.
Looks great, the moment of *seeing* the monster while hidden is doing real work, you're letting the player feel the threat without taking the hit. The big design question with cover mechanics is whether the cover holds or the monster eventually breaks it. Permanent cover = the player learns the arena. Destructible cover = the player feels time pressure. Both are valid, just produces really different player tension. Which direction are you leaning?