Lifesign.


So, I'm picking up this project again.

I have decided to keep using Blender's Game Engine until Godot gets proper physics with (presumably) 3.0. In the end, even if the Blender-foundation drops support for it, it's still FOSS, and thus unsinkable, provided someone's maintaining it. Also the API is laid out pretty good, and I'd rather keep this kind of framework, while gradually replacing it's back-end myself.

Anyway. Current state of Bloody Wicked is as follows - Physics are in and work, movement is down, spells work. What's really missing is a coherent visual line, a lot of animations, Enemy behaviour, environment interactions and - ultimately - level design.

Files

Bloody Wicked refurbished prototype 31 MB
Jul 27, 2017

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