Dixotomia: results for April!
We don't disappear from the radar! Today the Dixotomia VR team is sharing the development totals for April! π
[h3]Game Design [/h3]
In game design, we've got a lot of updates again:
Vampire's new ability, Blood Spear. The ability will form a spear in front of your hand that will fly in a straight line and deal damage to enemies. The trick of this mechanic will be the damage, it will increase depending on the number of targets killed by the ability.The ability can be upgraded to a charged attack. The charged attack will have a high damage initial damage, but it will not pierce the enemy, his target is only one.
The ability of the first mission's boss, Duncan, has been finalized.
New mechanics, increasing difficulty and dynamics of the first boss fight. Duncan will use his energy revolver with laser sight to deal impressive damage to the player. Duncan will aim the scope at the player for a while, before loading a shot and firing it at the hero's location.
In certain situations during combat, Duncan will use this teleportation ability with a boosted melee attack. It will work like this: the boss will teleport in front of the player, make a dash straight towards him and deal melee damage. This ability is designed to complicate the fight with the boss and give the player the impression that it is impossible to escape from Duncan.
Also spelled out a lot of new dialog, branches, tutorials, and different response options.
[h3]3D and Animation[/h3]
New hand animation
Here we didn't get anything for a long time. And we should have gotten cool new hands, in which you can see the forearm, and the hand is unlocked. There is no such thing on the market today, and all the examples of how it should work were only in my head. We did a lot of calling, drawing and trying to explain to each other what we wanted to get as a result. One head is good, but five heads are even better. We finally managed to make something sane, haha. No, the hands are really on fire, we'll show you a little later on our social media!
In addition to the fact that the hand can now be rotated in all directions, it doesn't shake, it doesn't break, we've fixed the simulation of the elbows position in space. This greatly increases immersiveness in the game. We also unlocked the ability to make a very flexible weapon recoil system with this feature. Are you sure we did that? It seems like we're really cool.
There's one more thing to do with the arms: it's the addition of Meta Sound when the arm bends and unbends. It's not magic, it's Dixotomia. I'd also like to mention again that we did this because of our combined effort and knowledge. The team may be decentralized, but we keep each other very tightly informed and constantly in touch. Sometimes it's like an assembly line, where everyone knows what they need to do and we get a cool product at the end.
The plan was to make a master material for ERM and ORM cards at once, which would reduce the total number of materials in the project many times. But there was a question whether it will not reduce productivity.....

Animations for locations.
Door animation:

New door:

Screens of new locations:


[h3]Game Design [/h3]
In game design, we've got a lot of updates again:
Vampire's new ability, Blood Spear. The ability will form a spear in front of your hand that will fly in a straight line and deal damage to enemies. The trick of this mechanic will be the damage, it will increase depending on the number of targets killed by the ability.The ability can be upgraded to a charged attack. The charged attack will have a high damage initial damage, but it will not pierce the enemy, his target is only one.
The ability of the first mission's boss, Duncan, has been finalized.
New mechanics, increasing difficulty and dynamics of the first boss fight. Duncan will use his energy revolver with laser sight to deal impressive damage to the player. Duncan will aim the scope at the player for a while, before loading a shot and firing it at the hero's location.
In certain situations during combat, Duncan will use this teleportation ability with a boosted melee attack. It will work like this: the boss will teleport in front of the player, make a dash straight towards him and deal melee damage. This ability is designed to complicate the fight with the boss and give the player the impression that it is impossible to escape from Duncan.
Also spelled out a lot of new dialog, branches, tutorials, and different response options.
[h3]3D and Animation[/h3]
New hand animation
Here we didn't get anything for a long time. And we should have gotten cool new hands, in which you can see the forearm, and the hand is unlocked. There is no such thing on the market today, and all the examples of how it should work were only in my head. We did a lot of calling, drawing and trying to explain to each other what we wanted to get as a result. One head is good, but five heads are even better. We finally managed to make something sane, haha. No, the hands are really on fire, we'll show you a little later on our social media!
In addition to the fact that the hand can now be rotated in all directions, it doesn't shake, it doesn't break, we've fixed the simulation of the elbows position in space. This greatly increases immersiveness in the game. We also unlocked the ability to make a very flexible weapon recoil system with this feature. Are you sure we did that? It seems like we're really cool.
There's one more thing to do with the arms: it's the addition of Meta Sound when the arm bends and unbends. It's not magic, it's Dixotomia. I'd also like to mention again that we did this because of our combined effort and knowledge. The team may be decentralized, but we keep each other very tightly informed and constantly in touch. Sometimes it's like an assembly line, where everyone knows what they need to do and we get a cool product at the end.
The plan was to make a master material for ERM and ORM cards at once, which would reduce the total number of materials in the project many times. But there was a question whether it will not reduce productivity.....

Animations for locations.
Door animation:

New door:

Screens of new locations:







All in all, it's been an interesting and busy month, the work is boiling π₯












And here's the thing about animations! For our game it is planned to create 28 unique characters (maybe we will make more!).


