Canceled Golden Axe - The Hackjob

Project is halted prior to completion and will not receive further updates.
Miru said:
Cool work adding even more 3D! Are there any plans to add back the rotating characters on the select screen? Maybe give the skeleton more depth by separating the hands from the body?

Probably not. Both things would be cool, but I'm trying not to let feature creep cause me to spend yet another five years or so spinning my wheels and never getting real progress made. I do have some animation plans for the skeleton, but nothing too big. Just some glowing effects in its eyes that briefly intensify when you confirm a selection, and maybe have the hands move up and down a bit.

DC
 
Damon Caskey
maybe give the skeleton something over its hands so the middle player does not appear to float in the air, or give its hands an ethereal glow to go along with its eyes so the charactes look like a ghostly image floating in the air.
 
Minor proof of concept. In addition to Lucia, thinking of adding a friend's OC named Valdamien. Drow Shadow Knight. Sort of your by the numbers dark lord type, but he would have some unique abilities that fill a dedicated "tank" niche none of the other player characters do.

Active:
  • Anger aura - Cause all enemies to target him.
  • Raise and serve - Raise zombies from defeated enemies to serve you. Each one is weak and slow with only 1 hit point, but no limit to how many you can have.
  • Teleport - Instantly teleport to screen Left, Center, or Right.
  • Doom of living - Strongest spell. Enemies under a certain threshold of HP automatically die and rise as zombies. Others take minor damage.
Passive:
  • Second highest HP (Gillius has the most).
  • Heavy armor and shield:
    • Block indefinitely, and from both directions (Note Gillius can do this too).
    • Parry timing is much more forgiving than others.
    • Takes less damage from slash attacks.
  • Life drain - For every so many hit points of damage he does (probably 10), he heals 1.
val_pof_1.pngval_pof_5.png
 
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Not everything goes to plan, but sometimes screw-ups are fun (or at least funny).

One feature of my Golden Axe project is that escaping beasts are hostile. They prioritize leaving the area and don't seek out targets, but will attack anything that gets in their way. They can also take hits, but it only stuns them for a second and they're otherwise immortal (I'm thinking of a possibility to "tame" them again with enough hits, but that's not available right now). Unfortunately I made some adjustments that screwed up their way-point settings, causing them to wander aimlessly instead. With several creatures on screen for testing, it became an endless free for all battle...

 
This is really about the engine and not my Golden Axe project, but figure I may as well stick it here. I'm in the midst of coding a feature for OpenBOR 4.0 I think many of you will enjoy: Frame based child spawns. Instead of trying to update all the sub entity, shot, etc. cruft that's built up over the years, I'm building an all new system that works on the frame level.

Now you can spawn entities on more than one frame, and each frame may have multiple spawns. Instead of projectiles or sub entities, it's just one spawn system that allows you to tweak behavior so the child acts the way you need it. Shots, bombs, NPCs, or whatever else. All with native functionality. For even more advanced usage, I'm integrating it with two new script events. Both run on the parent. One fires just before the child's on spawn script does, and the other fires after.

 
Wow, teacher, This project is great The casting is also very beautiful It's the best version I've ever seen 👍🍻
 
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Marking this canceled as for now I prefer to work on my own IP. Before someone asks, no, I absolutely will not release any of the material as is. As I can find time, I'll create small, self contained exhibitions you can use as guides to implement the mechanics.

DC
 
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