I don’t have the patience to write an introduction today! Next time I’ll write lots of very pretty words for you. I promise.
We’re thinking about changing up the game’s perspective a bit, to give us less restrictions with the 2D art. The way the game looks (with the placeholder assets still) with this changed perspective is like this:
Like this the game still has the moody dynamic lighting, but without the restrictions that showing all of the depth puts on us. Now we can layer 2D art all over the place without having to worry about how it will look at every angle. It might seem like a downgrade in some respects, but I think it’s an artistic upgrade. What do you think?
Also, we’ve been working on the character’s moveset, and added some placeholder animation for the aerial attacks. This can let you cross large chasms by launching yourself off of the enemies you hit.
This adds a lot of depth and options to the combat and platforming, but needs to be carefully balanced to stay in the happy medium between hopelessly overpowered, and useless.
I’ll try to make the next updates more frequent. There’s a lot of new stuff that I wanna show you, but it isn’t all, y’know, textured and stuff. But you guys don’t care about that stuff, do you?