We who are about to Die! (+ video inside)

Hey all! More work on the game in between freelance :slight_smile:

I’ve added a LOT of stuff, but here are some of the highlights:

-Overall graphics update, some juicy stuff like flags that flap in the wind! Remade character, etc
-New accurate collision detection (custom made). The engines premade stuff wasn’t good enough for the fast animations so I made a new system. See the pic with the blue lines! I trace the swords and see what it hits that way.
-With improved collision comes accurate determination of whether you hit the body, shield, or sword of the enemy - no matter what they are doing.
-Totally new animations (way, way better), new rig, all redone.
-Attack anims use logical shield moves (based on research I did), and the shield works at all times! Even when its lowered, or mid attack.
-Hitting an enemy sword (eg 2 attacks at the same time cross) gives a nice clank and interrupts the attack :slight_smile:
-Had a fun sound/foley session yesterday, cracking eggshells, squeezing lemons, for that juicy gore/damage sound :smiley: Also hitting swords, shields, all kinds of stuff. Very fun. Turns out hitting a spoon on a fork sounds more like swords clashing than 2 actual swords clashing.
-Added the sound of crowd and "ooh, ahh"ing when you get hit and so on. (placeholder)
-Much more stuff! The core of the game is really taking shape now, and is starting to be really fun :slight_smile:

I’ll make an update video when I find some time, and I’ll probably release a demo for my Patrons. I feel bad that I haven’t found much time for them lately.