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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
[olist]
Animation Rework
In May and June, we've been slowed down by a complete overhaul of our animation systems. We decided to switch to Advanced Locomotion System (ALS) in UE5. At first it looked like a fast and simple thing, but ended costing us months of work. And then additional weeks of fine tuning.
However, the benefits are we are able to use many cool animations from a universal library and not drain our budget on custom anims - which means we still get to finish the game =)
[previewyoutube="K2PClyEiZH8;full"][/previewyoutube]We've also added a testing space that looks cool without being ashamed for grey boxes all the time.
Interaction System Upgrade
It started from a simple thought: certain doors need to be closed and react to a specific key to unlock them. But that also means that guards should have a key-carrying system as well. Which led to a whole array of design decisions and code overhaul.
Thanks to that, we now can do this:
[previewyoutube="UQGXsQkxh4k;full"][/previewyoutube]But also these distractions:
[previewyoutube="rFZmXMdlJxA;full"][/previewyoutube][previewyoutube="O_hm-ZNdZdw;full"][/previewyoutube]
It also allows for moments where AI reacts not only to the sound but the fact that the door that was supposed to be closed is now open:
[previewyoutube="gBbn9ZMi7mE;full"][/previewyoutube]Animations and interactions together look like this:
[previewyoutube="otzkmYSpEL4;full"][/previewyoutube]
Level Design continues (even though UE puts up a good fight)
[img src="https://clan.cloudflare.steamstatic.com/images/45289355/f7959bfd9be20bbefedf9f4c28b949720640c2a5.png"][/img]
[img src="https://clan.cloudflare.steamstatic.com/images/45289355/6b660df39723d894f2b174f7dce9290d06607e12.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/45289355/be8ce1fb38632174a31679a8df0c8276fb0d5404.png"][/img]
[img src="https://clan.cloudflare.steamstatic.com/images/45289355/e0ef3a709c5aa1e782f7f2942d88a3fc534931f7.png"][/img]
Further plans:
implement hit reactions
polish visual component of shooting and melee combat
create an under-door camera
a whole lot of other things
Stay tuned!
[img src="https://clan.cloudflare.steamstatic.com/images/45289355/cb3752443d510dc9a339e79638a7be3a91db7b01.png"][/img]
Hey folks, During March and April we've been working on:
This is what we were working on for the past month.
1. We finally got our weapon wheel working:
[previewyoutube=VSQg9Fb8h5c;full][/previewyoutube]
2. We also finished rigging the last of the demo's opponents - the Heavy.
[previewyoutube=Z1OEn0obOaA;full][/previewyoutube]
3. The UI heart is now beating when enemies are close. The distance needs to be tweaked after level design tests.
[previewyoutube=SHRNoZiB6Hk;full][/previewyoutube]
4. You can hide in bushes and become semi-transparent when in crouch.
[previewyoutube=7uHscZCINao;full][/previewyoutube]
For the demo level we have plans to include a mini garden into an office premise. But in future we plan to have much more greenery, so this should come in handy.
5. Level blockout in progress:
We're now working on:
Steam has zero visibility so far. So thanks for supporting us, folks!
Scale in level design is super important. That's why we have a special level to test all the metrics: [previewyoutube=RLIcy8d9ZtA;full][/previewyoutube]
KVASIR is heavily inspired by stealth adventure games like Metal Gear Solid and Splinter Cell. And one of the coolest mechanics we noticed there that was so rarely use elsewhere is the "environmental awareness". Meaning how much you blend in and how easy/hard it is to spot you.
Here's an example from Splinter Cell that we used in our documentation:
Hey folks,
Dima has managed to launch Kvasir on Steam Deck this week. All three of us are loyal fans of the platform. So we thought it would be cool to launch there as well.
Also, you're looking at a very cool, updated UI of ours. Please contain your excitement.
Right now we're testing the max amount of info present at the same time, so it will be way less crowded.
It is time to say goodbye to this fella. He's been with us for the past year.
And now we have finally upgraded him to this guy.
Well, isn't he gorgeous!
Also upgraded the rig and some of the animations.
Project Kvasir is a mission-based, third person 3D stealth action game.
STEALTH: get in a range of highly secured facilities unnoticed, get what you need, get lost
ACTION: when things go sideways - engage at your discretion
INTERACTION: use your environment to your advantage
INVESTIGATION: collect intel, analyze clues, and uncover hidden connections
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