Powerhoof! UPDATE 1 progress...


I’m making monsters again!

After launch, I answered emails and did weird nebulous PR/marketing tasks every day until I thought my face was going to explode! Then I want to PAX and tore the crotch of my only pair of pants and spent about 8 days in the same stinky torn-up jeans trying to develop standing and sitting techniques which would reveal the minimum amount of my increasingly visible crotch area.

BUT NOW THAT’S OVER AND I ACTUALLY GET TO MAKE VIDEO GAMES AGAIN!!!!!

I’m working on monsters for our first update yay!

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Those four are my baseline necessary to get the monster chains set up how I’d like them, and I’d also like to add one more if I get time 🙂

Here are some WIP captures from in Unity:

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Let me know what you think, and if you have ideas for the Demon Lord guy I’m all ears- still haven’t quite figured out what my plan is for him!

PS- This first update has been slow in getting underway with all the unexpected launch follow-up admin/support work, but from here on we’re hoping we can put out an update every month!

PPS- Did I mention jumping in and out of blobs? Well Dave is doing it right now and it’s awesome 🙂

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*edit* update on Demon Lord animations

So many awesome ideas coming in- a pity I only get to make a couple of moves for this guy, but I’m taking notes for future enemies here, so I should have enough ideas to keep me going for a long while 😀 thanks everyone!

This is where I’ve wound up for his primary attack:

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It’s a two-part combo- attack 1 launches you into the air where you have much better mobility for a short time. Attack again from the air to trigger the slamdown attack!

I tried a few little tests but this seemed to tick the most boxes, making good use of his wings in a unique way and feels strong enough to be in-line with the personality in the character design 🙂

The secondary move is likely to be a grab attack at this stage, though that still depends on how it goes at the implementation stage…

-Barney

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