
Working on the game engine again
Because animation on Shadowdawn Genesis is going so slow (comparitively) and I managed to complete the essential animations for Arashi, I figured now is as good […]
Because animation on Shadowdawn Genesis is going so slow (comparitively) and I managed to complete the essential animations for Arashi, I figured now is as good […]
After a lot of thought and some quick change to the programming code, I’ve decided that the original plan (for those who remember) that dealt […]
This is it, the big one. I finally added the functionality that allows Arashi to use one item on another item. This was a multi-tiered […]
Since today’s update doesn’t have anything new visually (well it’s more something you have to see in action since the character animation isn’t in place […]
Menus are a necessary evil on a console-based game. I’m sure there’s a way to avoid using them entirely if this project was entirely PC-based, […]
Arashi and Ket dicuss the situation This is a multi-screenshot endeavor today. Thanks to help from the XNA forums (most notably mtnPhil and scoy), I managed […]