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The Kristala Dev Blog - Issue #20

Astral Clock Tower Studios

[link] It's been awhile since we've unveiled a new character in Kristala.which is why we're super pumped to share the progress our 3D Character Designer, Bianca, has made on the Nisargan forest nymph NPC we've got in the works. In the clips below, you can see the Dodge issues in action. Don't say we didn't warn you. Level Design.

Dev 52
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Unity Bolt Tutorial: How to Add Triggers & Switches

SOVEREIGN MOON

In today’s tutorial, we take things a step further by teaching you how to use triggers and switches in order to help you create more interesting game mechanics. We don’t want it to trigger if an enemy or NPC walks within the area, so let’s set up a Unit which will allow for the identification of our player.

Code 52
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The Kristala Dev Blog - Issue #19

Astral Clock Tower Studios

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.

Dev 52
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Indie game capsule reviews: Immortality, Wayward Strand, Cult of the Lamb, Betrayal at Club Low, Atuel

Radiator Blog

And among the video clips there's an awfully convenient ratio of raw behind the scenes rehearsal footage vs. expensive finished setpiece production footage -- which gets a sort of wink wink lampshading treatment, but still dispels a bit of the otherwise strong "this is how movies get made" magic for me. But also veganism?

Indy 52
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The Kristala Dev Blog - Issue #32

Astral Clock Tower Studios

There's a specific role the damaged piece plays in the Kristala demo's core storyline, and it coincides with an NPC we've been keeping under wraps up until this point. the red one featured in the below clip) to better match the overall vibe and aesthetic of the level itself. link] Rigging / Animation. Directional Dashes. Combat Combos.

Dev 52
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A day in the life of a narrative designer

Game Global

We must understand (and preferably help create and document) the game as a whole: from core mechanics to level design to cinematics, and everything in between. This is a clip of the Heider-Simmel animation. How can I get this NPC to convey a specific emotion if I don’t have that specific animation in my toolbox?

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The Kristala Dev Blog - Issue #33

Astral Clock Tower Studios

In our last issue, we showed off Nicholas's progress on the details he's added to give this NPC the signature Keozan look. Here's a look at some of the issues in action, followed by a clip Ian snagged after fixing one of the "problem child" areas. Here are a few clips to show off some of these camera adjustments.

Dev 52