while I was mostly programming, I did handle some of the smaller effects - like the sword trail, which I wanted to reference the classic "multiple swords" look of Golden Axe without looking too out of place
[cw: gore, beheading]

there are four special kill moves, based on different combos, as one of our mandates was to be darker and bloodier

definitely not the most balanced system, but allowed for some impressive variety in the middle of combat
did you know the prototype nearly didn't have a Go! indicator!?

When @cozy_bridge heard of this injustice he knocked this out and we slammed it in last minute
helmets and weapons were exported separately so they could be mixed and matched in game to create more enemy variety

so because helmets were separate objects, this allowed for my favourite feature - a random chance of detaching on death
enemy bodies don't fade away, they turn to stone, because, well, Golden Axe
someone trying to violate social distancing while you're beating up their friend?

Attack + Jump for spin attack, because, well, Golden Axe
you can run by double tapping a direction or on gamepad just hold right trigger, because double tapping an analogue stick feels gross
despite sharing @SanatanaMishra's regrets about not being able to explore the design properly, there's a decent amount of depth - attacks have different ranges, if they hit in an arc or not, and if they trigger knockback

Enemies in knockback can then knock down their friends!
[cw: gore, bisection]

there were two separate blood particle systems - the first sprays them out on hit, but the second handled the permanent 'floor stains'

my system could handle lines, arcs, radial delays (to simulate the 'rain') and helped dirty everything up after combat
[cw: gore, impalement]

along with cutting peoples heads off, another highly requested feature was environment hazards - other than knocking enemies off ledges this is the only one that got in the build but it's a proof of concept at least!
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