
Pink hair, fast-paced combat, San Diego Comic-con
There has been a recurring theme in the developer-based opinions of the recent year that people now associate the term “anime” with pink hair. I’m not […]
There has been a recurring theme in the developer-based opinions of the recent year that people now associate the term “anime” with pink hair. I’m not […]
Here’s a somewhat interesting conundrum I’ve encountered regarding controls. I’m hyperaware of what is intuitive to the end user (not to mention the fact there’s already the […]
So one thing I’ve been putting off on Arashi’s final animations are the apparently infamous walking cycles. I’ve had no training or schooling in animation […]
Hi all, sorry again for the quiet days on the blog but as you may have guessed animation is a huge bottleneck for a solo […]
Today was mostly a polish and debugging day, so nothing major to report (yet). However the newest addition to the engine is damage types, which […]
This is it, the big one. I finally added the functionality that allows Arashi to use one item on another item. This was a multi-tiered […]