![]() health, mass, damage) as well as fancier things like being able to fire projectiles (and customizing those too). This includes basic stuff like stats (ie. After designing your item using the built-in voxel editor, you can customize various aspects. As mentioned above, the item creator has most of its features implemented. And if you have a favorite outfit, you can quickly save and load entire equipment sets:Ģ. ![]() The items for each equipment slot (head, upper body, lower body, left-hand weapon, and right-hand weapon) are now neatly organized into lists, making it easy to gear up your character. The character setup screen is now waaaaay more sleek and easy-to-use than in the first game. Aside from that, here’s a brief list of notable things I’ve implemented:ġ. I’m happy to announce that super-important features, such as the item creator and the combat system, are practically complete and only lack some minor features and polishing. I’m still confidently aiming to have the game available on Steam before the end of 2019! I know it’s been a long time since my last post, but don’t worry I’ve been steadily working on the game as much as my free time has allowed.
0 Comments
Leave a Reply. |