Made a super quick test:
- super quick test (all CC0)
- quick_test.png (7.68 KiB) Viewed 21432 times
Obviously the skeleton doesn't fit well to the belly, but that one had the most body texture
I like the shape of this model, and the rig is good too, but the UVs have to be probably rearranged to allow for easier "pixel" texturing.
What do you think about this general style?----
Concerning your idea for zelda like game-play: For now that is way out of the scope of this project (e.g. lack of a dedicated programmer
)... lets stay close to what Ya3dag provides, e.g. a 3rd person action RPG. Same for random dungeons, but as level creation is rather simple, so user created levels should give you a similar large variety.
In general my idea is to aim for a simple game that merges ideas from coop multiplayer FPS (Killing floor/Left4Dead etc.) with a simple fast progressing action RPG.
This has obvious ramifications on how to design the character system, e.g. there could be something like 4 different characters, but each is unique, e.g. you can only have one of each in a coop match. Character progression has to be obviously very quick in a multiplayer game, e.g. you can go through a full cycle within a campaign that takes maybe 3 hours at most (although that could be longer if a solid multiplayer save mechanism was implemented, which I imagine isn't trivial).
Dungeonland seems like a fun game, but it is really a completely different kind of game to what can be easily build with the engine we have. Something like that could be probably nicely build on top of an RTS engine (similar to the origins of DOTA).
Nice to hear that you are still working on this despite my clear lack of real progress regarding this...