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Concept Art. Now that our concept art team has nearly completed the designs for all existing assets and items in the Kristala build that needed to be replaced with fresh assets, they're now able to move on to creating brand new items that don't yet have 3D counterparts. 3D Modeling.
This screenshot is from a recent run of mine plowing through Armory with a treaded exoskeleton moving at a good clip (84!) This reflects the concept that all such parts are interconnected with the Scrap Engine and other constructs. Hm, fast and tanky?! due to being boosted with a bunch of combat hover units. Construct Naming.
Content was added at a constant clip: new weapons, new rule-based modes and maps were dropped every month, and new modes came in every quarter with major content beats during Chinese New Year and in the summer (when engagement peaks). There was no concept of events or free/ earnable content.
As a general concept teleportation technology exists in quite a few varieties throughout the world of Cogmind, though the player only has access to some of them. In fact I have two new concepts for teleportation tech, which is kinda funny because of how they evolved out of the same idea.
As in Skyrim, my animations are charmingly janky, with penises occasionally clipping through eyes and noses, or even through the back of the skull entirely. Violence is usually the first thing to prototype in an action game, but here it surprised me how much work it took to hack violence into an existing system that had no concept of it.
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