Heating up the steel of production


Welcome once again, ye Knights, Maidens and Lieges!

It's the first week of production and we've been busy again.

We've revamped the characters a bit and gave them some new and improved colors!

Our environment is also coming along, only as a more advanced blockout right now.
The environment is a little empty now, but will be updated more once we have the right and correct props for it!

Our water is taken from the URP Nature Shader Set made by CANNIBALC10WN, but edited by our artist Alex to add some vibrancy!


Our programmers have been reimplementing all their code for the production build!

We already have our ragdoll and weapon spawn back!

Here's a detailed changelog from the programmers:

  • Spawning Area:
    - Spawning is now weighted (for example Weapon A spawns 3 times more than Weapon B)
    - Spawned weapons do not overlap anymore
    - Weapons spawning has a max amount on both local and global level
    - Random delay on weapon spawn (for example between 4.5s and 5.5s)
    - Spawned weapons are oriented randomly on the y-axis
  • Pick Up system:
    - Weapons can be picked up and dropped
    - Button prompts pop up when you're in range
  • Cinemachine:
    - Now tracks multiple players through internal means instead
  • Input:
    - Controller joystick inputs now have a deadzone
  • Knockback system:
    - Added a damage over time system

Stay tuned for more next week!

Get Medieval Madness

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