Axiom of Maria [WIP]: Level design2
An additional level design for the parking lot is on round-off. The first big enemy fight is ongoing. I’ll use the following week for decoration.
Axiom of Maria [WIP]: More Skills, More Levels
The skill for ending the first level and the first boss character wrapped up. The 6th floor is the next.
Man, your game reminds me a lot of Metal Gear Rising: Revengeance, and this is AWESOME. I followed you on Twitter and shared many posts of your game. Keep up the good work!
Thank you so much.
Axiom of Maria [WIP]: An additional level for 11F almost ended. This place is the corridor of the last ex-wedding hall in Seoul, which the AISOC uses as its camouflage base.
Axiom of Maria [WIP]: The main route and gizmos ended. There is no decor yet, and The flowers I used for a rush at the hall became cabbages, but I’ll fix it while polishing. The next step is adding enemies.
Hey there @gefaltete,
Hope you’re doing well.
The exploration and puzzle aspects of this look next-level. But I’m definitely the most excited about the environment and beautiful architecture. I’ve always been a sucker for a good “grand hall” moment and in this most recent video you’ve definitely captured that.
Got a bit of a Versailles feeling for some reason which is most definitely a good thing.
Can’t wait to see more from this project!
Thanks for being interested despite nobody stopping by here. It’s WIP only for making lines of foot, and many things like lighting will be fixed and polished.
The bones are there though! All the polish and shiny bits will come with time. For now, the core gameplay looks fantastic
Thanks a lot.
Axiom of Maria [WIP]: Enemies lose their aiming when you make a dash move, but heavy sentry guns don’t. It would be best if you dashed without a stop when you were in front of them. I’m placing enemies and fixing many bugs.
That dash was so satisfying to watch. In the little pause between each movement, does the player become damageable or does she have a short invincibility?
Short invincibility. I thought the player could lose where the character is after instant movement, so I wanted to give them time to look around. Since player time doesn’t stop during the dash, you can cancel the pause with dash, jump, or attack. And basically, the player character automatically blocks the enemies’ attack by consuming stamina unless you attack enemies. Thanks for being interested.
Love that actually. Definitely going to follow this project a bit closer Happy developing in the meantime!
Thank you so much. I’m trying to release the demo and retail version of chapter one at the end of this year or the beginning of next year.
I’m working on the demo and retail version of the first chapter planned to release this year or early next year. Not much progress due to non-dev tasks this week. WIP Changing FX for dash skill with a lot of feedback that was so helpful and fruitful. Thank you all. Added a new type of attack for the heavy bot. Any feedback is welcomed.
I’m reworking the boss of the action part for the first chapter and adding a spoon of FX. I’m digging the idea of adding a new phase to the bosses.
Man, the character animation and these over the top action movements are looking very Cool! Also the FX effects are amazing!!!
Thanks a lot.
This combat looks amazing. Seeing all the updates always get me stoked