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Rifle animation in progress
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Killing machine
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Working on some gloomy city environments
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Forming a grappling hook.
Previously the player's abilities were displayed in the HUD, but I figured it'd be more fun if the player actually creates and holds them in their hands.
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Encountering a Dreadhorse.
Half humanoid, half machine-gun-horse, these creatures usually lead parties of scavengers and sergeants into battle.
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Showing off the new Sergeant enemy
Staying close helps avoid the spread of his projectiles, but puts you at risk of a walloping melee attack
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dudeeee your clay models are sick! How long do you usually take working on one? :0
Thank you! It varies greatly depending on the character design, but I'd say usually around 2-3 hours to make a humanoid model.
The process of posing the model for each frame of animation + photographing each pose from 5 different angles takes much longer though, probably around 7 hours on average.
[A snippet from my phone's camera roll to give an idea of how many photos I end up taking]
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Working on a new enemy: the Sergeant
Here's a behind-the-scenes peek at his clay model:
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Working on some item sprites. There's already some silly synergies between the current working items, I'll show them off soon.
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Testing abilities against a few foes
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A bit of extreme carpentry
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I've had a few questions asking if the game's graphics were made with actual clay or just digital models with a clay filter/texture.
All graphics in the game come from photos of actual clay models! Then I process them in Aseprite to make the in-game sprites:
All animations for a standard enemy like this guy usually need around 70 photos total
A more thorough explanation of the full process will come in a later post.
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A vicious street fight with some ghouls
They may be fragile, but they make up for it by travelling in packs
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Working on the graphics for the Ghouls, a common enemy type...
Will show 'em off properly in the next post, so stay tuned
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A group of bewildered civilians
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