I’ve revamped the weapon attachments system (which kinda worked but was buggy). It originally featured 2 sets of dual quickswap weapons + scabbards, equaling 4 weapons with their scabbards attached to the character at all times. As shown in the picture: Read more…
It’s been a long road down this game’s development, and finally I’m able to release footage with content that represents the level of quality I’m aiming for. Even if it doesn’t show any gameplay, it’s all captured in-game and shows the scene in which the game takes place.
I present you, the Intro Cinematic of my game Elium – Prison Escape
After being stuck for so long re-doing animations and other basic stuff that was needed the idea of the mobile game came to mind and I started working on it. However I decided to take a look back and I realized the work needed to complete Dungeon Escape (the PC game) wasn’t that much anymore, so I’m back at it with as much effort as I can in hopes to finish it sometime this year.
Here’s an updated version of the character I’ve been working on, and a prototype of the starting prison cell room for the game
Ever since the annoucement of UE4 I’ve been thinking about the development of this game. Since this is meant to be a small game over which the next game will be built on over multiple iterations, it doesn’t make much sense to work on an engine that has its days counted. As such it’s only natural to move over to UE4 and port all my code to it once it becomes available.
In the meantime I’ll be working on an idea I’ve had for a while but only barely started and had parked: a mobile Elium game, a smaller-scope project that hopefully I’ll be able to finish in a decent timeframe. The key will be some very linear gameplay and little to no RPG elements. In general the universe of Elium is one with only mild magic, but in this case I’ll need the main character to cast magic as part of the gameplay to keep things interesting.
For a few weeks now I’ve worked sparingly on the main character, some sort of cleric-warrior hybrid who will have unique magic-casting powers. Here’s the finished model:
I’ve been extra busy the last months and I haven’t been able to work on this game nearly as much as I’d want to. Most of the time I’ve been able to do so has been spent in reworking the game’s animations overall, but I’ve also had time to code a little, still in the character department.