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Twitter links dont work. Is there a new way to stay updated on the development?

Is there any news? Or any place to keep up with this game? It's been a while since we heard anything.

Subscribe to my twitter to hear any news! Development is progressing, I hope to announce something soon-ish.

i rated 5 stars even tho the game is nowhere to be seen for now

Hi there, I can't seem to find any news on this project. Am I missing something? Is it still running? Has it been released?

Take care, folks

It's dead, Jim.

Dev has responded 6 months ago on the YouTube reveal trailer. They've got a publisher and are working on it full time instead of as a hobby project.

so cool!

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Stoked on this too! Can't wait to play it.

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Had to pause Eek3 2021 to come and follow this! Looks incredible

Khaos sent me here. I need this. Gimme.

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Want! Excited!

This looks amazing! I would absolutely love to be able to help you with this project. Do you have a preferred method of communication where we could chat?

This looks cool! One note; may I suggest having sound variation?

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You may! I already implemented randomized footsteps, combat will get another pass soon.

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I saw your Realms Deep video and you asked a question about animating vertex colors. This is something I have a bit of experience with. I should preface this by saying that my experience is with Autodesk Maya, not blender. But, the SOuP plugin for in Maya allow you to create effectors that can apply a whole host of vertex color tricks. You could potentially export your meshes to maya, use SOuP to animate vertex colors, and then save that data in an alembic file. Blender can read alembic, IIRC. How you'd get that to unity is a bit beyond me. 

Now, this would require you to bake the vertex color animations for every frame of animation; you would need some way to manipulate the mesh data in Unity if you wanted to have any kind of smooth interpolation. But, have a look at the multiAttributeTransfer node here: http://www.soup-dev.com/examples.html That's how I've achieved vertex lighting effects in Maya.