A Brisk Gait

23 September 2021

As we prepare the game for alpha-version testing, we are paying considerable attention to the movement mechanics so that the character’s movement feels more dynamic and responsive.

 

We present to your attention a video demonstrating a number of changes that we tested during the demo-version test of the game. Enjoy!

 

 

Thanks to the increased number of movement directions that followed the decoupling from the hexagonal grid, the player’s character has learned to move through space more smoothly while running and walking. The test option to additionally use the WASD keys has made the process of controlling movement more responsive.

 

To enhance the sense of continuity, we have added turning in place, rotating the standing character in the needed direction — both in the normal state, when the player’s character is not using a weapon, and in the “combat” stance, when the pose takes into account the different footing required by attacking with a particular type of weapon.

 

The rotation of the entire character, as you may have noticed in our previous video, takes the cursor direction into account. In addition, the character’s head reacts a little more accurately to the cursor position while the body is moving, allowing it to turn slightly.

 

The ability to attack a target while walking also does not stop the character’s movement, but switches it into a separate movement mode.

 

The game now has the ability to move backwards, retreating without turning the body around — still in test mode for now.

 

A number of the animations presented here will be refined and improved later; right now — at the pre-alpha stage — we are focused on creating and supporting a number of combat system mechanics.

 

We are continuing to collect applications for participation in the next stage of game testing, and we look forward to seeing you on our Discord server.

 

Thank you for your attention, dear community! More news — very soon.