I have continued working on the player model. This is model version 13 at this point I believe. It is more of a scarf than a half-cape in this version, and it will probably stay that way. A scarf has a nice flow and doesn’t look as buggy when the model goes through it compared to the previous versions. I did like the looks of the cape, it had an air of mystery, but it wasn’t as practical as this one. I’ve also added more detail to the head so it appears that the mask covers the face and includes a scarf. I may add more later on but this simple model works very well for me.
Addressed some new and old bugs. A new one was getting stuck in doors as they opened. So I made sure that couldn’t happen by adjusting it. Well, I merely hope it can’t happen again. Made sure the parry action wouldn’t take place when it wasn’t supposed to. Works fine so far.
Then I added new animations and actions to the player character. For the grapple I added a fancy backflip to give it the feeling of more momentum. Finally I added the attack for when the player is sprinting. It’s the same animation for the parry attack but slower and less damage.
Worked on the level for a bit as well. Adjusted the brightness yet again because I found it to be far too dark in this version. Added a few new benches to the main hall, and pretty lights to make fill the empty space. Lastly I added a dummy to be used when I add the tutorial messages in the future. I don’t want to show the player how to fight only when they face the boss. The boss may already be too difficult since there are no prior battles. At least there is a dummy to practice on. It’s great because my old Haunter model is perfect in this case.
I’m not quite sure what to work on next beside the main character. So I will continue to refine it. I am considering removing the swing option since it has very limited uses and it isn’t very consistent. Will run tests to see if I can make it better. If not then I’ll only leave the grapple in.
















