Devlog #07: mid production sprint 2


Smoother Animations

The animations were there before but they have reached a new stage, they not only got updated to the new mesh but they also got a better transition from one to another making the game feel more smooth. These animation are not only present on the player character but they also start appearing on the enemies.

Throwing the axe

The axt throw now displays an arrow in the direction its aimed at opposed to the simple line form before.  Also glitches which gave the player the ability to clip trough platforms with it have been fixed aswell.

The HUD

The final look of the HUD has been designed and implemented.


We have the character bars that show the current Health and the charge of the of the axe- throw meter. The moment you get the glowy axe you are ready for your next teleport. The pink arrow points at the location that you will land after the teleportation. You will get the Wings icon in the left corner only when you defeat and collect the wings from the valkyrie. 

The HUD wad designed to be in rather bright color in order to be destinctive from the environment.

Enemy weapons

After having the character weapons done it was time for the enemy wepons. We made a slightly differnt variation of the sword that the Vicking has for the rooting enemy and a golden spear for the Valkyrie. The whole process went much quicker when we understood how to work with textures for Unity HDRP.

We also added emission maps for the runes on the axe and sword of the main hero in order to make them glowy.

The Tide

It was rather a challenge when it comes to creating the Tide. We were not sure how to handle it in the beginning, but soon decided to go with a shader for it. 


This is a very zoomed in version, in the game it won't be seen from this close.

Wrapping up the main character

As mentioned before the main character has been fully updated. His mesh, rig and weightpainting got reworked and new animations were extracted from Mixamo and then implemented by our devs. 

Making the Valkyrie

Next up the Valkyrie needed to be translated to 3D. Here is what she will look like in 3D: 

She has already been retopod, unwrapped, rigged and weightpainted. She needed a lot of custom animations as it was hard to find idle, combat and death animations for a flying character. 


She and her animations are currently being implemented by our devs. If you see her, don't get poked by her!

First art pass on the UI

The artists went over the UI our devs had already implemented so now you should already be seeing a fancy menu, pause, control and game over screen. 

Leaderboard

The first draft of a leaderboard has been implemented. It's fully functional and just needs to be visually refined. Keep your spot at the top !

Level Building

The level blocks have already been created, but now the shaft has been added to make the player feel more claustrofobic and limit the playing field in which they  can move. The level blocks have also been updated to where they have all of our work in them. Now they're more visually appealing, here's one of our level blocks in action with the shaft.

The Milestone

As the player reaches higher and higher in the level, we wanted to visualize their progress with another asset: the milestone. This will be an easy to access platform that'll light up when the player gets near with the runes and the flames in the brazier. 

Files

RiseToValhalla_Builld6.rar 46 MB
Apr 21, 2021

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