Devlog #05: End production Sprint 1


Creating the hero weapons

In the final week of Sprint 1, one of the tasks for the artists was to create the main character's weapons following the concept art from the previous week. The weapons were modeled in 3dsMax, textured in Substance Painter and then exported to Unity where we created the materials from the 2D textures.

Sword and Axe

Here is a quick look at them from Unity:



Animations

Our character not only got shape he also got some moves. He is now has a walking animation and a jumping animation is is currently in the making

Enemy attack variety

The enemies now have another attack, which slows the player movement instead of only damaging. This will give the player a harder time escaping the tide and make it more difficult to parcour.

Valkyrie movement

The valkyries now use a nav mesh. They are now able to avoid obstacles in the level geometry.

Level generation

The level is now randomly generated. There are currently six different environment layouts that spawn randomly one after another, and more are coming. On these layouts, enemies spawn at semi random positions. The background elements are spawned using the same technique. Here's a quick look at one of the layouts.


Player movement

The player movement gets modified and improved every week in order to get the best and smoothest feeling while playing. It is likely to be tweaked again in the future but starts to be very close to the final version.

Main Character in 3D

As mentioned before we are currently translating our main character 2D concept to a 3D model . Here are a couple of shots from the high poly model made in zbrush: 


And here with some quick polypainting next to our 2D concept: 


As mentioned before as well we started messing around with animations in mixamo on a lowpoly version. 


Next up we will start retopo-ing this bad boy, putting him in the oven for a nice bake and giving him proper materials in substance painter. 

Files

RiseToValhalla_Build4.rar 23 MB
Mar 24, 2021

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