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work on victory road has started. the whole thing is sketched and planned, the tileset is made, and the entrance maps are already done. right now it's looking like ~25 maps of varying sizes, (for reference, the Grand Stairway dungeon is only like, five and a half maps) so i've definitely got my work cut out for me. 

but in the end, it's probably not as big as i thought it might be. this will be made up for by it sort of having three 'acts' within it. still plenty of content though. looking at seven or eight different types of puzzles in it right now. i love making work for myself.

because i need to figure out some of the puzzles and how to map them right off the bat, i probably will not stream the first 'act' or so's worth of mapping. after that i'll have greater ability to, and i plan to stream mapping for it at least twice. i'll post as soon as i know what days that can be. 

in the mean time, since the tileset will be visible on stream anyway, those of you who might be interested can see it here.
it will obviously continue to be adapted and added to as i go and figure out more of what i need from it, but for now we've got a strong start... and a fucktonne of cliff tiles.
...but i only assembled that this evening so it's not like it took too long.


in other news, i did mention before i had some more of nova's animations to post. i showed the idle attack and defense animations before, but here's some actual attacks.

snip:

jomp: 

upward slash:

that one may need a little work, but i also think it'll benefit greatly from the generic slash motion animations i plan to overlay on top of these. so i'll decided then. that's for another day though.

for each unit i plan on having three attack animations so that they can be chosen between randomly. that way during longer sequences of attacks the visuals don't appear terribly stale. depending on quick/how close together the hits actually are, i may have to do some GBA FE Swordmaster crit style fade in/fade out business, but I don't imagine that'll be too much of an issue.

i'm very much still learning this program though, and for that matter animation in general... so in the end these will probably be revised over time, and the quality of models and animations will only get better.

anyway, here's a dodge. or a block. she can't make up her mind, i guess. 

and finally, and idle skill animation. the idea is she would channel energy through her blade almost as if it were a gun. in truth i may or may not end up using this though.

there's a few other sundry ones, like being hit, and transitioning between idles buuuuut i think we can do without those for now.

'til next time, toodles, poodles 




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