So.. yes, hello, hi. For clarification I did not forget this blog, I was just hard at work, honest. But in all seriousness I have been at work this whole time, working on combat... which has been interesting and frustrating, mostly frustrating. The hardest part in this whole thing was making animations work in game, as this combat is very animations based. If a character is stunned and the stun animation does not exit early or at all it will break the combat as the character will be in an infinite stun lock. Most of my time was used in fixing these kind of problems and trying to crowbar unity mecanim to work the way I want it to (like animation transitions and blending), as well as trying to balance combat to be fun and engaging. While I was busy doing all that Samuli was hard at work providing me with new animations, concept art and modeling and texturing different armor parts.
Below I have a sort of a video compilation of all the progress we've made these past months on the combat and at the end what the combat looks like right now.
You might have noticed that there were only two types of combat, fists and sword and shield, we decided that the sword and shield will be our main focus at the beginning and then use it as a template for the other weapon types. The combat has also undergone a lot of change in how it functions, as we want it to be fast paced and responsive.
I also created a wind shader, my very first displacement shader, for the trees and grass