
After each of so called adventure-level, some of the characters will gain new skill upgrade. Now the system is actually more straight-forward. However, more we played with those conditions the more we got into impression that it is not as much fun as we expected and could easily lead into non-balanced character development. Based on this condition, one of the characters would then receive skill upgrade. On most simple form it could’ve been number of enemies killed by Kipuna versus number of enemies killed by Lemichen. Originally we fleshed out a system in which each level will have special focus goal, which was sort of competition between your two characters. As part of minimizing grinding, we have removed experience points and character levels and instead will be giving skills as part of story progress. When adventuring in the world of Iron Danger, our playable characters will be gaining new skills on constant pace. Let’s take a look at main things on that work.
Iron danger gif upgrade#
One of the major things we’ve been working lately is to polish character skills, add some new skills and rework on our skill upgrade mechanics. The reference image has somewhat wide field of view so some of the facial features get obscured. Here you see how the focal length affects the perspective. I use the eyes as a reference point and start approximating camera position and focal length. Next, the reference is projected from the camera on the geometry and I can start matching the camera properties with the image. I start with an existing model made by our character artist Lance Baker. Had I been a bit more specific I might’ve requested the reference images with a few requirements: I went with the traditional polygon modeling. You can go old school and slap a photograph on a cube and call it done or you can go for photogrammetric solutions to scan an entire person. There’s many ways to approach the subject. Very much like creating a caricature: stylized forms but with a resemblance. For Iron Danger I would be modeling these characters with certain likeness and keeping them consistent with the game’s style. The latter is easier in a sense you don’t need to invent anything new but harder because you need to match those forms exactly. Modeling characters with certain likeness is hard and tricky. Congratulations, you will be appearing in Iron Danger. There’s no greater joy than killing yourself in a game. Everyone with 10 shards (10 weeks of being most active) would get a character with their likeness in the game!Īnd as it turned out two heroes came out on top: Juke and Humppa. We held a small challenge in our Discord server rewarding the most active weekly member with a “shard”. There you can also watch our latest trailer. So if you haven’t visited there for a while, go and have a look! It’s actually pretty exciting to see the characters talking in different languages as well! Our in-game texts are currently being translated and we are working on technical implementation of localization with Google translated test set. There is still some amount of visual differences between the platforms that we need to iron out, but the main steps have now been taken.Īt the moment we are working on that bug fixing and polishing part, but also one of the main focus areas is localization.

Iron danger gif windows#
In addition of having Windows beta build ready at that time, we also had our first (pretty) stable Linux and MacOS builds and now we can in practice play the game through with those platforms as well. It does not mean that there would not be tons to bug fix and some levels and assets that we want to still polish a bit.Īnd what makes us really happy is that we got our beta build ready during on the end of October! That in practice means that there are no missing levels, visual assets, gameplay mechanics and so on.

One of the main goals has been to hit internal beta, which means to us that the game is both feature and content complete.
Iron danger gif full#
The main reason why we haven’t been posting anything is that our hands have been even more full with work than usual.

This time it’s more progress report kind of thing. Woah, it has been some time since last post!Īfter miserably failing our once per week – cycle, let’s try to get back to track.
