I was bored. Here you go @jdpalmerart
It’s the little things that keep you going.
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Not today Justin
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@jdpalmerart
I was bored. Here you go @jdpalmerart
It’s the little things that keep you going.
(Hopefully this works, after the 20th try.)
Going to church for Screenshot Saturday, hope you guys like it! :)
More progress on the demo level.
I love drawing broke-ass churches.
So when you are drawing the environments do you have a level design blueprint already set up or are you drawing the level then designing around the environment you just drew?
The former, mostly. With this demo map I wanted to give a little of everything, so I drew out some open areas, a hut to go into, and a thin bridge for an ambush-type encounter. All of that was decided before I went about drawing trees and spooky houses. :P
New lighting system means I have to draw levels in a new way. Here’s a sneak peek at the process.
Thanks for all the recent follows and reblogs, guys, means a lot!
Don’t lose your head over this new lighting effect.
We were featured in another article! Go check it out!
http://killscreendaily.com/articles/videogame-gets-its-art-style-15th-century-woodcuts/
New shadow effects!
Happy Halloween everybody, thanks for all the support!
Doing some tests with light and dark.
The following skull is a lot more fluid now, check out earlier videos if you want to see the improvement!
Thanks again for all the notes and reblogs, guys.
(If this formats weird on your monitor just right click and open in a new tab to read it, sorry.)
What do you guys think?
1500 followers.
Wow.
It goes without saying that I’m incredibly grateful for all the support, guys. Here’s a little doodle to make up for the last month of slow posting. I think anyone else who is an amateur gamedev knows how real life can get in the way of progress, but rest assured that there will be more cool stuff coming in the future.
Thanks again, and Happy October everyone. :)
Concept for an elite enemy knight, the skeleton inside the armor looks out of the open mouth. What do you think?
Tried posting this up the other day but it was acting funny, hopefully this works this time.
Three new animations for a buffing item. The first regains mana, the second buffs the player’s armor, and the third tosses up the item to enhance the puppet’s attack damage.
What do you guys think?
Here’s a little progress, working on an item that allows the player to buff various aspects of their character. This is just the idle animation for deciding which of the three options the player chooses to buff.
What do you think?