CowHammer, year 1
12 months ago
In case you missed it, here's the result of the first year of development of my game project CowHammer. You can read the weekly-ish devlogs for free on my Patreon.
https://www.youtube.com/watch?v=XXEx2dbXB7c
https://www.youtube.com/watch?v=XXEx2dbXB7c
Too bad I got no talent, money, fame, skills, or anything to help out. :(
You can help with moral support and by pointing out details you think I could improve.
So far I'm seeing the combat on the way to having a sense of Impact and momentum, but once you start working on the camera don't forget to not just make It not-annoying but also part of the excitement by finding the right angle, large bosses can be made to look even bigger.
Movement on the other hand currently looks like It needs some acceleration at the start and less overall speed to make It feel a bit more natural. Dunno If she has hoofs, or hoof toes, but having more than plaps like the addition of the rustling of her armor and hammer can add a lot.
But for future plans, be wary of a few things: Mostly to do with dungeon gimmicks, people pan the water temple In OOT for the water rise/lower puzzles, and Majora's Mask tends to have you going through the Inventory so much It becomes tedious. This will not be the last time I bring up OOT...
...Because stairs, you can use some fake shadows at the edges (Like In OOT) to give them an Illusion of depth. So far what Is currently there reminds me of roof tiles.
When you get the hammer and the mechanical guard malfunctions, have the screen shake, then have the camera pan/move to a window showing said mechanical guard malfunctioning with a panicked citizen running away.
I really love that you've added a proper door animation, rather than the "flash in, flash out" or "automatic open/close" types. No shame in using those, and it's such a small detail, and yet it's so rare to see a character actually interact with the door to this level, and it really made me giddy for what the game can one day be.
Best of luck going forward, and congrats on the first year of development! <3
Regardless though, I still wish you the best of luck. Making a game is hard work, whether you know what you're doing or not. Good luck and have fun! <3