Hello,
Sorry for not making an update post last month. Last month was pretty hectic I did an internal beta testing and took a short break of 2-3 weeks.
I am working on EOD since last August full time daily working on the game for 8-10 hrs exhausted me which result in burnout. Thatswhay I decided to take a short break in May to recharge my batteries.
After internal beta testing results were not promising for me. The game feels rough around edges and consists of game threatening bugs. I could have released the game and with the label of "Early Access" made some excuses and promises update etc. but doing such things are not worth it. I set some standards and I am not releasing the game without matching it. I am well aware of my limitations and not expecting to release a masterpiece or something but releasing a broken game in the name early access is not something I want to do as it will not represent efforts, I put in the game last year.
Animation Update
In past blogs, I explained the swordplay system sword is controlled from the input of the mouse and it will rotate with the mouse direction but In past system animations were static that means if you move the mouse in left direction animation system will play left targetting animation but with the new system and introduction of ik, animations are much flexible. The player can target a specific part of an enemy body like legs.hands.neck, head etc. Which gives different tactical options to both Ai and players.
