Nice work,
Zanzoken. He kind of reminds me of those stretchy wrestler dolls.
I've been trying to finish the world of Septaroad Voyager, or at least the maps between main towns. I'm going to shoot for release of chapter 1 later this month. Here's some of the stuff I added in June.
Fighting some zombies and ghosts in the Drowned Road
The speed got messed up when I cut frames out to reduce the file size. The combat isn't quite that frantic.
Here we are battling some froglins in the same swamp. This is closer to real speed.
And here's a battle in the snowy mountainous South Pass.
I think this gif is also faster that what's actually in the game. Here our heroes are fighting rams and snowmen.
I'm not 100% satisfied with the look of this area. What could I do to the colors that might make it look as interesting to explore and fight in as the swamp above? I don't think I can make the whole world constantly in darkness. Maybe I have to accept that some zones are going to be darker and scarier than others.
I reused the ram horns to make satyr enemies in Sun Fields, the zone outside Nicopolis. I wanted the area to have a Byzantine feel to it. I thought satyrs from Roman mythology would help. I'm also going to be adding some music from a slightly internet-famous musician whose music has kind of a Greek/Turkish/Romani feel to it. I'll have more news on that soon.
I would really like to spend 100% of my time adding content to the game. Unfortunately, I keep running into more bugs, including bugs I thought I had squashed a dozen times before. If you look at the froglins-in-the-swamp gif, you'll see a redhead girl back up before moving toward her target. I have spent countless hours trying to figure out why Unreal Engine 3's stupid pathfinding algo has pawns moving to a stupid location (like directly away from the target) along their path. I spent all of yesterday working on that. If you draw the planned path on the screen, sometimes it goes backwards and sometimes past the target and around a tree and back. It's ridiculous. Eventually I came up with this solution: look at each checkpoint along the path, starting with the destination and work your way backwards. If you can move in a straight line there, then move in a straight line without pathfinding, and then find a new path from there.
It's working so far. Hopefully I have finally gotten past this problem.
I have a ton of work ahead of me if I'm hoping to release chapter 1 this month. I'd better get back to work.