Another week, another devlog:
I feel like in general I didn't quite put in the amount of hours I wanted to, life got a bit in the way but despite that I still managed to get some stuff done.
Last week I set out to have some combat mechanics and get started on environmental assets.
on the exterior side, thigs are shaping up decently and most of the fundamental exterior assets are complete and in-game, this includes landscape materials, nature assets like trees and grass and then buildings and ruins.
I still need to add a variety of props to the exterior areas, but I'll save that for when I actually have a map layout and a more concrete idea of how everything is laid out.
As for Combat, things didn't quite stay on schedule as much, combat has a few different aspects to it and context switching from modeling, texturing to making enemies, animating them and working on their AI went a bit slower that I had hoped, thankfully I have been getting some help on the enemy behavior and gameplay mechanics from a friend, there's a lot of stuff missing or just very WIP right now.
Currently we have a couple of enemy types with simple behaviors and the ability to attack them with ranged attacks.
Robot animations
Hovering Drone
Aside from that I also started work on one of the more complex characters I'll have to work on...
Shabello has been doing a great job creating the soundtrack and made some super fitting music for the outdoor areas.
Next week is going to be more combat stuff, I want to have all the aspects of the general game loop ready because it's about time I actually lay out all the levels in the game, there's a few dungeons and a large open area, it's just gonna be blocked out with boxes at first as most of the assets for the dungeons haven't been made yet but doing the blockouts is probably gonna help me fill in the gaps on what I need to create for them, I'll also probably get started on the missing characters as well.