PMPerfect:
Hello everyone!
Firstly some initial concepts for starting area:
First location - right at the start of the game, 5-ish minutes in the game.
I had a couple of ideas about what we can have here: Broken statue with text on the pedestal. it can be a warning or something to introduce the player with lore, but just briefly.


Also one of the crucial moments I want to change in exterior is mountains - more pointy and interesting shapes I think that easy fix that would elevate the vibe in general


The initial starting area was empty and way too open, so after a quick concept of it I firstly closed it off and made it linear so we can control when the player will see the first glimpse of Gateston, and after discussion with a team we decided to tweak it some more and playing with the timing of interaction and layout some more and here are some screenshots of how it looks in engine right now, still in progress







Ju
gger:
Jugger has been continuing his work on the beast with it entering its last design stages:


Low poly version is done. The next on the list would be UV and then textures right after:

UV done for proper application of textures:

Here is how she looks so far:



The sword has been successfully baked and is ready for texturing:

Here we are on one of the final stages where Jugger textures beasts signature weapon:


Merc:
I cleaned up the zbrush for retopo and I'm working on the low poly. Some more complicated retopo on this character but it's coming together nicely. The Dullahan has a lot of small parts and I’m trying to capture as much detail as I can. I’m really excited to get to texturing and her sword but getting this phase right is key to making sure everything comes together.







Bear:
Heya gamers, I’ve been doing a TON of work on the Combat system. I want 0.7 to be all about the combat, the inventory system and the exterior environment.
Here’s an incomplete list of stuff I’ve implemented just for combat:
- Stamina is now in game
- Swinging and taking a hit while blocking reduce stamina
- Each weapon has it's own stats on how much stamina it costs to block a hit
- When out of stamina
- Can no longer attack
- Can no longer block
- If a block makes stamina go to 0, Alda is staggered
- When stamina is not reduced in any way for 1.5 seconds, it begins ticking back up
- All the values like how much stamina Alda has, how long the wait for stamina recovery is and how fast stamina recovery is, are all in a config file, which can be set per-character.
- The 2-handed sword has a very high attack cost but a very low block cost
- The 1-handed sword has a very low attack cost, but a very high block cost
- Port Goblin attack over to GAS?
- Disable attacks while in sex scene mode.
- Make it so goblins don't get so close to each other all the time
- Footsteps of dead goblins
- Social Aggro
- Make it so you can only block attacks from in front
- Getting hit WHILE inSwing -> locks alda's movement
- Implement attack queueing while InSwing
- Make disengage range way bigger
- If stamina reaches 0, take longer to refill
- Smooth transition between cameras
- Add blood splatter effects
- Fix tab targeting losing target when an enemy dies
- Add Floor blood splatters
- camera is free even when targeting now
- the goblin attacks have more forwards momentum now baked into the animation, so they can hit you much easier
- the goblins try to get closer now before attacking, to give them a better chance of hitting
- disable camera lock
- remove delay after goblin jumps
- make all attacks hitbox bigger
- make goblin flinch override previous flinch
- Fix Goblin getting softlocked
- Add Dodge
- fix moving while attacking
- Add stamina reduction for running
- Fix alda's cloak in damaged variants
- Enable goblin to deal damage multiple times if the animation has multiple strikes
You can see the full-length videos of my combat playtests here: https://gofile.io/d/JoTMsQ

We now have some basic inventory UI’s implemented for item transfer between lootable objects and Alda’s inventory:

As well as basic gear equipping:

We now have Estus Flasks totally original healing mechanic!

Rokean has also been implementing slotted animations. They make it so that we can play multiple animations at the same time. Below you can see Alda playing the blocking animation while also playing the locomotion animations!

metaPCP
2025-06-01 19:09:32 +0000 UTCmetaPCP
2025-05-31 16:48:54 +0000 UTC