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The game started as a demo shown on Reddit, but picked up momentum when Badland art director Juhana Myllys offered to mix and match his distinct artwork with the gameplay. Back in 2019, I was wasting time on Reddit and came across a short clip from a demo in r/indiegaming”, says Myllys. “I
add simple C++ GDNative demo. This is Godot's main mechanism for memory management. add simple C++ GDNative demo. Because GDNative is a C API, the minimal example demo to see if things are actually working is implemented in C. Hence a new demo was added , which does exactly the same as the C demo, but is much simpler.
Finally, I can show the current light mapper results in the Sponza demo: This image uses real-time direct lighting (regular Godot light nodes) and a light map for the indirect light bounces. The way it works now is the following: The user selects the active clip. That allows the user to have clips with different tempos.
With the updated armor sets handed off to our 3D modelers, James then whipped up a few fresh concepts for some of the remaining items in the Kristala demo that needed to be replaced with newer models, including: Keys to unlock various gates and doors. Welcome signage for The Dalamase, the level featured in our demo.
We really loved how the demo was looking at the end of 2020, but we thought it embodied a bit more whimsy than it did darkness, so we've officially embarked on a complete overhaul of the entire demo level, including character models, level design, environments, and more. Are you ready to get dark, dear friends? Concept Art.
link] Will then moved on to address a series of additional tasks to help us get ready to package the first build of the demo for Play NYC. In the clips below, you can see the Dodge issues in action. The first clip shows a lack of forward momentum when the dodge mechanic is engaged. Don't say we didn't warn you.
In addition to implementing death animations, Will also modified our new backstab mechanics to be more in line with the results we were looking for, then worked on ensuring our Stat system properly displays in the crystal menu and properly performs clamps. We're really diggin' these changes. Take a look! Level Design.
Since then, we've been laser-focused on our next big milestone: completing the entire vertical slice for Kristala.Which means we're inching closer and closer to the official release of the game's demo too. Both the Nisargan Impaler and Rosethorne swords Cass worked on this sprint will be available to you in the Kristala demo.
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