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In addition to a major NPC that we're currently keeping under wraps until our gameplay trailer is finished, Shelly also started working on the model for our male playable character. First, Shelly gave a little facelift to the texturing used on our Masarusa enemy. Animation / Rigging / Production.
However, if we jump back into our inspector tab and select “is trigger”, essentially, we’re changing this object from a collision object to a trigger object. 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.
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. Fixing collision on trees. You'll notice that the amulet in the second concept below includes both an intact and broken version. Fixing interactive water BPs.
Last issue, we shared 3D Character Designer Bianca's progress on the model for our Nisargan forest nymph NPC. Tiff also worked on figuring out why the camera was getting sucked into the player character's body before addressing some collision issues and increasing the radii for pickups.
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