Going to test out shield later on, now that going to be interesting to see if can get working, that some enemies will have shields and that damage will be taken by the shield until it is broken, as long as it is shield being hit.
Aaron and I are coming up on the first Alpha release of our game in the next few months. In the past week, we've gotten the dev mode in for testing as it was taking hours to go through the Star Prix tour so far to really test it out. So weird to have a game this far in dev. April begins year four of development. These things take a while!
Models by Infinity PBR, used Substance painter to make new textures, collectible statues that will be able to find in the game, got gold, wood and Jade, way I made Jade is by making new normal map that removes the details and then just give it a green color and in Unity using Subsurface Scattering Shader :
Morph Character creator asset (no longer seems to exist, was pulled some time ago) , can easy switch colors by using colorify shader, motion capture animations by Michał Czerniec (he worked on The Witcher 3: Wild Hunt)
Was testing the Subsurface Scattering Shader and well I found that it is very useful to make ghostly materials, models by Infinity PBR (they make some of the best monster models imo) , with this should be able to make a lot of different of ghostly monsters as well
Had to add light to them because if sun goes down it effects how they look, then they all become grey looking, likely because of that the Subsurface Scattering Shader needs light to do the effects, so just a point light on each of them, except for the dark ghost one.
Improved a bit on it since found that was a problem if got Skillpoints just as was using Skillpoints to level up then pressing Undo, could lose Skillpoints so what I did was I made two float values you get each time, one for total Skillpoints and one for the Skillpoints using, so when press Undo it will then switch to the total value:
KriptoFX mesh effects for magic effects, however going to be hard being able to switch colors on the blade itself with these effects, as change of material overwrites the material used, so may have to make that for normal blade only then make it so are able to switch between maybe normal blade and magic blade, got to test a bit, so what got so far is lightning, fire, blood, ice and normal:
Glad I got Substance painter 2 when I did, seems all is Subscription based now, so was a good time got both that and Unity 5 pro.
Used some smart materials in Substance painter, got some new enemies made, and found that setting the animation speed to zero freezes them in place, just like I want to do with statues, not all of them are to be able to move:
Then to do it so their animation goes way slower than other enemies, and later when work in the health system got to make up for them being slow with having more resistance to damage.
Been testing out an idea got, about 3 Bars, on top of the Health Bar got an armor Bar (the small Grey one) , when it is depleted health starts to take damage, then got the Magic Defense Bar, that will be using Willpower, idea is that magical attacks will first go through this Bar and when it it depleted will start on the Health Bar.