Oh yeah, that right there is the slime-vaporizer-3000. Yes, that’s the skill name. Well no, ok, it’s not, it’s Railgun. But it’s kinda the same thing.
Our fucking guy canotico is MURDERING IT with Casmage, the game plays so tightly

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@polymathlab
Oh yeah, that right there is the slime-vaporizer-3000. Yes, that’s the skill name. Well no, ok, it’s not, it’s Railgun. But it’s kinda the same thing.
Our fucking guy canotico is MURDERING IT with Casmage, the game plays so tightly
So this week I worked on 3 systems at the same time, you can check them out in this video Ravens Pesky enemies with a territorial twist. Even worse when they come in flocks… Pointing In our game, the player can point at objects at a distance to issue commands to his dog or interact from afar Bow Aims I implemented a Bow which uses the pointing mechanic to give you an aiming handicap when shooting small objects at a distance :D
Timelapse of the making of the Flash skill for the Thunder Swordsman
Crow behavior steps 2 and 3: Agro and random flight paths
(I can’t wait till we have some flocking and spline motion)
Crow behavior step 1 : Circling
Almost done with the Thunder Swordsman’s animations!
Have a walk cycle in the meantime :)
Whipped up a quick graybox for a forest scene in our game :D Feels good to get back in the flow for level design
Sculpted this fella over a 6 hour stream on Twitch. Thanks to everyone who stopped by!
http://www.twitch.tv/garrett_orious This is the second in a series of 3D style explorations done for Polymath’s Project Beast. With this one I was trying to push the proportions to be a little more heroic, and also exaggerate the major planes. More to come!
Whipped up this fella on twitch tonight. Thanks to everyone who stopped by and poked their head in! A few more style explorations like this, and then we’ll be charging right into production! :D
So I decided to ignore the debugging I had to do this week and instead made this animation.
This is the signature skill: Railgun, of the new character I’m making: The Thunder Swordsman
Guys!!! canotico , one of our Polymath members is also working on this Really Badass Co-op Pixely Roguelike thing called Casmage! Peep it
Characters! I made some more things! Still not there, but I’m moving into 3D for some more specific exploration! I want to explore how different rendering styles flatten or model the form differently, and how that will affect readability, and shape. Zbrush here I come!
So I spent last week storyboarding some of the basic ways the Wanderer and Beast must collaborate when exploring their environment
Retrieve Oftentimes, there will be items that are out of reach to the Wanderer, the Beast may be commanded to retrieve these for the Wanderer
So I spent last week storyboarding some of the basic ways the Wanderer and Beast must collaborate when exploring their environment
Attention The Beast can perceive, smell, or track items in the world that the Wanderer can’t, so he might paw at something or whine to catch his attention
So I spent last week storyboarding some of the basic ways the Wanderer and Beast must collaborate when exploring their environment Track Scent This is one of my personal favorites, the Beast can track the scent of certain items and lead the Wanderer towards creatures, enemies, people…or piles of poop :P
So I spent last week storyboarding some of the basic ways the Wanderer and Beast must collaborate when exploring their environment Beast Tug Preeetty self explanatory, I think it’d be a lot of fun to have certain objects or obstacles that are too heavy for the Wanderer to handle on his own. Enter the Beast Tug! It’s like… Link’s Power Glove…If Epona was helping him push blocks… or something
So I spent last week storyboarding some of the basic ways the Wanderer and Beast must collaborate when exploring their environment Threats This is one of those that I think will really make the Beast feel unique and alive…. The Beast can become threatened by things or creatures in his environment, the Wanderer must handle these threats in order for the Beast to carry on.
More character stuff, big bouncy waiter. Got a little too much going on, need to head in a more planar direction for the next couple. I’m at that point where you know there’s something wrong with how you painted something but you’re not sure what… I think it has to do with the stomach rendering not implying a sphere enough. oh well.