Greetings, Mortals…
It’s time for a bi-weekly update on WRATH! We’ve chosen some select pieces of work that we’re comfortable sharing – and noted down a whole bunch of other work we’ve been progressing on. Mainly, you’ll be seeing the latest progress on the Brute – now with complete rigging and lots of animations. Additionally, in proper Hallows Eve fashion, we’ll show you an area housing what we hope will be a proper scare – the Pillars of Paranoia from E2M5.
Without further ado, enjoy! And happy Halloween 🎃
Rigged for destruction, the Brute attacks!
Last time, we showed the Brute in-game, coded, and textured. Now, we’ll show you the latest progress – rigging and animation!
For those of you who are curious as to what ‘rigging’ is, it’s a technique we – and many other game devs – use in what’s known as ‘skeletal animation’. Specifically, we create a number of interconnected, digital bones for a 3D model – in this case, the Brute:

Once this process is complete, we use the bone structure like marionette strings, effectively moving our 3D model around, like a puppet. As for the result? Check out these melee attacks and the walking animation for the Brute!



Did you hear that…? Something’s on the hunt…
In the far reaches of E2M5, the Pillars of Paranoia house a horror blissfully unbeknownst to most, yet the cause of trauma, and ultimately death, for the few brave souls who’ve dared to delve within… In the spirit of Halloween, here’s a sneak-peek at this recently finalized area:

In other news…
What else have we been up to? Take a look!
- Over the past 14 days, we’ve been working on a number of concepts for Episode 3 lights – all of which we are currently discussing, and will be iterating further
- A number of Episode 2 switches and levers have been cleaned up, so they properly match Episode 1 switches in fidelity and expression.
- The Keeper is currently being rigged and animated.
- A variety of opening animations for Episode 2 coffers have been created, allowing us to further iterate until we hit the exact type of animation we’d like to implement fully.
- Details for the Episode 2 coffers’ model have been conceptualized.
- The Episode 2 torches and wall-lights have been finalized – both of which were partially revised to match the wall textures of E2M1 more closely.
- Several proposals for “meat wall” textures have been drawn for E3M3.
- The first portion of E2M5 has been optimized. Next up, we’re adding combat and currently playtesting to make sure it plays and feels like a proper WRATH map should.
- A number of arches in E2M5 have been receiving details; we’re currently discussing a number of possible textures to use in this instance.
- A number of Episode 2 and Episode 3 textures have been finalized, while other textures have been planned – and are now currently being worked on.
- Sound-wise, the Crystallizer has been receiving some solid work; adding specific sound cues for charging the alt-fire, releasing it at various stages of power, and more.
- The first boss of WRATH, the Lady of Ascension, has also been receiving a variety of freshly created sounds – all to ensure she has proper impact and power.
That’s it for this bi-weekly WRATH update. We hope you enjoyed the tricks, treats and sneak-peeks we’ve decided to let loose this time around. Stay tuned for more dev updates!
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