DevLog #12 - Environment references and introduction to Houdini
In this blog post I will show art references for environment and first procedural assets made in Houdini for Unity.
In this blog post I will show art references for environment and first procedural assets made in Houdini for Unity.
In this article I’m going to explain how enemy AI work, the pathfinding algorithm and problems that I encountered along the way.
Before deep diving into enemies AI and full-fledged combat system I decided to close the topic of character’s visuals and make VFX for all special abilities.
I’ve already tried environmental puzzles. Now it is time for combat system.
In previous post I’ve already explained principles of antivania level design. Now it is time for some level blocking.
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 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.