​Update on Main Game Progress. 1


I figured I should do an update just so someone doesn't think I just ditched the last project and ran.

For the game I’m working on now, unlike the prototype, I will be breaking the gameplay into 4 distinct roles, played by 4 unique characters.

-Close Quarter’s Combat Specialist

-Light Arms Specialist

-Heavy Arms Specialist

-Logistics Specialist

Originally I wanted all characters to use every weapon possible (with penalty's or no bonus), but due to the fact that all those animation frames (textures) take up a massive amount of ram, and make each character controller very expensive to onready preload, I’ll be limiting each equip-able weapon type to their respective professionals. I’ll likely still allow players to pick up every kind of weapon as the textures in the inventory are just one frame and don’t really count for that much memory. We have to keep Mopickta’s shop stocked after all~. And in this game you’ll need all the money you can get.....

Each profession will have an unarmed attack if players run out of ammo and will also use a standard handgun as a default until the player gets better weapons.

The pictures I’m dropping with this update are of the Light Arms Specialist. I already have the models for the shotgun and so on, so I might as well make her first.

As you can see in the GIF the animation is considerably more choppy compared the prototypes walk cycle. Since I’m going to have to stuff a lot more textures/artwork in the real game I want to shave off as many frames right off the bat, so I’m trying to go for a bare minimum without compromising the relatively high resolution of 512 x 512 canvas while still leaving enough tweens to make the movements feel complete. Since I’m using an anime style artwork the ‘choppiness’ shouldn’t be that jarring. If you’re wondering why so much open transparency, I found out early on with my art style/method that it’s good to have space to introduce ‘far reaching’ things. Like allowing enough space for the character to fall down, or carry a long ‘stick’.

Anyway that’s all for this update. I’ll likely touch up a few things on the Light Arms Specialist after I make a few more animations. After that I’ll see if I want to do some programming before I work on the other 3 professions.

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