ClanAspect | Action-Adventure RPG

Started by
4 comments, last by ClanAspect 7 years, 7 months ago

Hi everyone,

I am an Indie developer working on a project called "Clan Aspect"

It is an Open World Action-Adventure with RPG elements.

The game is currently in early Alpha stage, but it is already quite polished.

The Story is yet to be announced to the public, since it is not completely shaped yet, but it is very present.

I'd say the game is a Skyrim - Dark Souls hybrid, ready to be unleashed :)

The player can transition between open world and interiors without loading screen.

Character progression happens through Spell rotation the Player chooses,

and so does the difficulty.

By combining Offensive or Defensive spells,you create your Class.

Every enemy in the game moves,attacks and defends himself the same way you do.

Each one of them drops their weapons after death,

and you can pick up any of them.

Every weapon type has a different finisher.

I'd would appreciate if you could follow the game progress on one of the social media sites,

it would be of great help :D

I will post a few screenshots and a youtube video. :)

Links:

Website:

http://www.clanaspect.com/

Facebook:

https://www.facebook.com/Clan-Aspect-1146169872092983/

Twitter:

https://twitter.com/ClanAspect

Youtube:

https://www.youtube.com/channel/UCIonkHIvrC3BXB9Z9PA48qA

Steam Concept page:

http://steamcommunity.com/sharedfiles/filedetails/?id=754678444

Advertisement

This is really impressive! Something about the animations of those enemies make them seem very determined. Especially when that hooded assassin turns against you.
Did you implement some inverse kinematics to walk uphill?

Developer journal: Multiplayer RPG dev diary

Hi looks really nice!

Is it just me or does it look like, the "animation" of the left footstep is before he actually lands on the ground?

This is really impressive! Something about the animations of those enemies make them seem very determined. Especially when that hooded assassin turns against you.
Did you implement some inverse kinematics to walk uphill?

Not fully implemented yet,but it is on the list :)

Hi looks really nice!

Is it just me or does it look like, the "animation" of the left footstep is before he actually lands on the ground?

This happens on some parts of the terrain because the actual terrain with colliders is hidden and the player can only see the low poly version of it with mesh renderer.

It is as easy fix, it requires me to divide the terrain in smaller parts so that the low poly version is more accurate, but I was too lazy since it takes hours to complete :)

This is really impressive! Something about the animations of those enemies make them seem very determined. Especially when that hooded assassin turns against you.
Did you implement some inverse kinematics to walk uphill?

Not fully implemented yet,but it is on the list :)

Hi looks really nice!

Is it just me or does it look like, the "animation" of the left footstep is before he actually lands on the ground?

This happens on some parts of the terrain because the actual terrain with colliders is hidden and the player can only see the low poly version of it with mesh renderer.

It is as easy fix, it requires me to divide the terrain in smaller parts so that the low poly version is more accurate, but I was too lazy since it takes hours to complete :)

I don't understand why your colliders are higher poly than the visible mesh? Normally you would expect it to be the other way - or perhaps I'm misunderstanding something.

Developer journal: Multiplayer RPG dev diary

This is really impressive! Something about the animations of those enemies make them seem very determined. Especially when that hooded assassin turns against you.
Did you implement some inverse kinematics to walk uphill?

Not fully implemented yet,but it is on the list :)

Hi looks really nice!

Is it just me or does it look like, the "animation" of the left footstep is before he actually lands on the ground?

This happens on some parts of the terrain because the actual terrain with colliders is hidden and the player can only see the low poly version of it with mesh renderer.

It is as easy fix, it requires me to divide the terrain in smaller parts so that the low poly version is more accurate, but I was too lazy since it takes hours to complete :)

I don't understand why your colliders are higher poly than the visible mesh? Normally you would expect it to be the other way - or perhaps I'm misunderstanding something.

No,you understood right.

I am converting all models to a specific lowpoly art style.

It allows me to take any model I find or create, and make it fit perfectly in the game.

Also,it is good for performance. :)

Here is an example I made right now:

This topic is closed to new replies.

Advertisement