The main feature of antivania game is that the main character constantly losing his special abilities along the way. In that context a lot of people asked how levels will be built to support this system. So let’s take a look at level design of antivania.
In previous posts I talked about basic and procedural animations of the main character and his abilities. Now it is time to talk about different attack animations and some other contextual animations.
In this devlog I will talk about procedural animations of main character’s abilities which are completely or partially created and controlled from code inside Unity.
Main character modeled and rigged, now it’s time to animate it.
So, the models of the main character and his abilities are ready, now it’s time to prepare it for animation. In my case there are 2 steps: rigging (create and setup virtual skeleton) and skinning (connect mesh vertices to the virtual bones).
In previous blog-post I’ve shown concept art for the main character and his special abilities. Now it’s time to see how it looks in 3D.
In this blog post I’d like to talk about the main character of the game - Prince. I will cover his backstory, character design, weapons and special abilities.
In the game where avatar become weaker and weaker, the player has to become stronger, more skilled and get more knowledge about game world in order to succeed.