Another normal guy… very very normal…
Another normal guy… very very normal…
Here he is, in all his completely-normal-dude glory!
Nothing weird going on here, just a regular dude chilling out on his monolithic stone throne…
We need to do steam trading cards for the release, so I’m doing higher detail images of gods on their thrones for the artwork!
For me the priority really is more bosses, but there are 1000 other things like trading cards and achievements that we need for launch, so I’m trying to get them all done ASAP, to try and buy enough time to have a go at more bosses- fingers crossed!!!
We have a new update out, chock to the gills with new rodents!
We’ve revamped the store teleporters, to give new heroes a better chance to go to the store for upgrades, and we have a bunch of new weapon-magics along with better art for showing the magic on your weapons. Hope you enjoy it and it tides you over while we plod away on the longer-term stuff 🙂
Continuing to figure out this dark low-palette style.
I don’t post here much because Barney has all the cool art to show and I just do programming which is sooooo boooooring. But the blog was getting so interesting that it needs some mega-dull code related stuff to tone it down. (Seriously, code is super boring. It’s literally just text. Like one of those books that don’t even have any pictures in, or a website with zero rotating skull gifs)
Anyway, made a tiny tool which is pretty useful if you’re using unity and your project’s starting to get unmanageably big like ours is for Crawl. It searches through the dependencies of all your prefabs to find which ones reference an object/script.
To use it, grab the code from here (it needs to be in under a folder named “Editor”).
Then you can right click an object or script in the project window and click “Find References”. It’ll pop up a window with all the prefabs, which you can select from there, or click the little arrow to dig deeper. EASY!
Just a little test for an art style I’ve been daydreaming about… I have an idea for a little combat-arena game where you can sort of do some “farming” type stuff between fights to alter what kind of stuff spawns in the arena, and you use bits and pieces you chopped off monsters during the fight to grow new things… it’s all very early but I’m having fun daydreaming about it anyway 🙂
I’ve got a new computer that can handle my streaming needs, so I’ve been streaming work animating new monsters for Crawl.
You should be able to watch my last two streams up there, where I animate the all new giant mega blobfish, and drink a bunch of tea 🙂 Hopefully I can keep it up and do this as a regular thing every week!
**UPDATE** sorry guys, the streams are lost to the ether! I was planning on backing them up to Youtube, but I got busy and they got deleted by Twitch- turns out they only stay up for 2 weeks if you don’t make them into highlights. Anyway, it was a fun time, and a good learning experience- hopefully I can get streaming more regularly from here on in!
Well, the hero intros that I thought would take a few weeks ended up taking months, but we’ve finally got them in there, along with a whole bunch of new monsters 🙂
You can see the monsters there, and check out some examples of our randomly-generated intros here:
Our buddy Old Shrimpeyes really came though with the goods for the voiceover, with about 250 new lines recorded so hopefully they don’t get boring too quick!
Have fun with it guys, and as always don’t hesitate to comment here or in the Steam forums and let us know if you’ve got ideas on tweaks and improvements, or if you find and sneaky bugs that slipped through Dave’s withered fingers!
Making new monsters is the best part of my job 🙂 I’m trying to put a bunch in this time, as it has been a long wait!
I won’t necessarily get all these guys in, this is just a concept doodle as I think out how the avolution chain might work.