This week André was working on some minor improvements regarding the feeling of impact during combat. A pause of 2 frames was added to the attacker animation when a successful hit is landed, as well as HUD vibration whenever the player takes damage. With these two small additions, the feeling of causing/taking damage is even more noticeable. We already have hit animations, particles and gamepad vibration, but we think these small details are super important.
André also merged some sub state machines in the Animator for more fluid transitions and to simplify the Animator tree.
Tomé finished a new concept for an NPC that the player will frequently meet throughout the journey. He is a very enigmatic character that will often inform the player about lore, comment on the state of affairs and even open some shortcuts. Pichel is working right now on the high poly model for this character.
Iuri and André are developing interactions between the Elk and the Girl. One of these consists in a “treat mechanic” which is being implemented. Basically, the player needs to feed the Elk some fruit in order to gain its trust and be able to mount it. We have always leaned towards the idea that the Elk is not a simple mount, and we hope that with details like this one we can make that show through.
We intend to have this mechanic ready in a few weeks. Afterwards we will start populating the various locations with fruit props and control the zones where the player can mount freely.