Bad Heroes - Devlog

Week 2: Fiddling with Blender.

This week I made my first donut in Blender, then figured out how to make the character bodies morphable and replaced the capsules with animated human-shaped models.

New human-shaped mooks fighting Fighting mooks

What shipped

Misc

Blender is fun even though it's a bit tougher than I thought. Seems like I'll be spending a lot of time there.

The idea of mooks all having different bodies seems doable now with Blender's shape keys.

I haven't tried making my own animations yet, so maybe Blender won't be the biggest time sink.

Combat feels like shit because of the lack of feedback and a mismatch between animations and hitboxes.

Next week


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