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Howdy! SB here, it's been a short spell since the last update but we've been busy working on getting our exploration systems up and running. In the video above we have an in engine test of Volley running around Vlad's hallway. With the help of Rigman we have it so characters are all dynamically affected by lights in the environment so it's more immersive as you explore. Just please mind Volley as she's using a temp animation set and still has some VFX trails. You can also see some of our diamond backer inserts in here. Raz Pop soda, The Monster pizza, and Byrd Mahn live! 

In terms of the PS1 style effect of 3d characters on 2D hand painted backgrounds, we've achieved the effect we want to. As we update animations and add content this exploration mode will spring to life. Right now we're working on integrating all the rooms for Emerald Coast, as of now we've completed the area art wise.

POTENTIAL SPOILERS AHEAD:

The Vault:

A new area situated deep under Emerald Coast, this will tie into some of the more interesting side story aspects that players will run into in Chapter 3. While needing to find some tech, Vlad will need to head into the 'haunted' cove which actually harbors a much darker secret in it's deepest depths. We have started work on this zone just recently, and it'll be a mix of exploration and combat. This area serves as an ancient, abandoned weapons research facility and will starkly contrast the sunny upside of Emerald Coast.

The Scientist (Unnamed):

A character that has emerged recently, he'll be found within the Vault area that lies deep within. Due to his old age he lives in a life support system that originally had him in stasis for when he might be needed again. This was a mockup done recently after our latest writers meeting, he'll shed some potential light on the Akeetian old guard that preceded Queen Kyu.

Securi-cat Bots:

Our programmer/artist Brum is wrapping up 3D work on the bots that will inhabit the path down to the vault. Each with their own unique traits, they'll be working in tandem to stop Vlad from making it to the research facility. We've been having a lot of cool discussions as to how combat will be handled. The main trait we have is that players will employ a more passive approach to disabling enemies. Dashing, grabbing and throwing will be the main methods used.

We should be getting to prototyping in engine soon once we get these rigged up and animated. 

Anyways, more updates incoming soon!

Files

Previews only

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Patreon Content: Some new tests regarding the exploration systems and dynamic lighting for Volley.

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