Actual Gameplay Preview

Getting a proper swing animation working was actually more difficult than the swing itself, that might say something about the swinging mechanic being too simple but it feels fun at least. That’s my main goal for any action, for it to be fun. I added a hanging state to the basic locomotion animation of idle/run/jump/falling/etc.ContinueContinue reading “Actual Gameplay Preview”

With great power comes great complexity

I finished off the dodge mechanic, or at least polished it. The lantern currently works as a signal to show whether or not you can dodge. It turns red. As of the moment I might keep this as a mechanic for the dodging. I know I don’t want to add a stamina system as itContinueContinue reading “With great power comes great complexity”