Week 52 - Starting Mythic & Legendary VFX

This week we are starting to get into some of the more advanced effects. I took my time with the first major Mythic VFX this week so I wasn't able to get to much else besides importing and bug fixing.

 

 The Hag is a mythic healer. She heals the 5 units in a horse shoe around her. I created a charging water wave animation to give you time to organize your units before the heal happens.

The Hag is a mythic healer. She heals the 5 units in a horse shoe around her. I created a charging water wave animation to give you time to organize your units before the heal happens.

 The banshee debuffs a units defense making it take extra damage per attack. Kiril created this awesome rotating Ghost face animation to display how many stacks the debuff has. It caps out at 3 stacks right now (each stack lasts 7 seconds) which is -30 armor about 20% extra damage. When the onager shoots 4 mildly damaging projectiles at a unit with that debuff it does a ton more damage!

The banshee debuffs a units defense making it take extra damage per attack. Kiril created this awesome rotating Ghost face animation to display how many stacks the debuff has. It caps out at 3 stacks right now (each stack lasts 7 seconds) which is -30 armor about 20% extra damage. When the onager shoots 4 mildly damaging projectiles at a unit with that debuff it does a ton more damage!

 William Wallace has a unique leadership ability that allows him to gain max health based on the number of units in your army. He also buffs the attack of all other units when he is the only friendly unit in his whole row. I created a roar animation to go with the activation of the attack buff. 

William Wallace has a unique leadership ability that allows him to gain max health based on the number of units in your army. He also buffs the attack of all other units when he is the only friendly unit in his whole row. I created a roar animation to go with the activation of the attack buff. 

 Ranged units including spear units are a necessity for fighting the Wulver, because the Wulver is able to wrap units in front of it stunning them for 2.5 seconds.

Ranged units including spear units are a necessity for fighting the Wulver, because the Wulver is able to wrap units in front of it stunning them for 2.5 seconds.

Check out the drawing videos for this week!

That's all for this week. Check back next Wednesday when well be showing off some of the legendary abilities!

Week 51 - Many New VFX!

We are working hard on finishing the VFX for all the abilities in the game! We managed to get a lot done this week. Check them out!



 

 The battering ram now has a shock wave effect for its ability. When flicked forward the battering ram deals damage to a whole column of units.

The battering ram now has a shock wave effect for its ability. When flicked forward the battering ram deals damage to a whole column of units.

 William Wallace has a similar ability except he can use the shock wave to the left and right sides of him.

William Wallace has a similar ability except he can use the shock wave to the left and right sides of him.

 This ability can also be equipped to other units using rings. In this example several knights have the battering rams shock wave ability.

This ability can also be equipped to other units using rings. In this example several knights have the battering rams shock wave ability.

 This healer is Equipped with a ring of Triple Spear. This allows her to hit 4 units in a cone. With the extra range she is able to stay out of danger while attacking.

This healer is Equipped with a ring of Triple Spear. This allows her to hit 4 units in a cone. With the extra range she is able to stay out of danger while attacking.

 These two healers both have spear rings. This allows them to attack the unit in front of them for half damage and the unit 2 spaces away for full damage. Also it makes them shoot our new purple VFX! :D

These two healers both have spear rings. This allows them to attack the unit in front of them for half damage and the unit 2 spaces away for full damage. Also it makes them shoot our new purple VFX! :D

 We created a new healing VFX too. The ancient healer can jump in front of a unit shielding it from attacks and healing it at the same time. (health bars are the little blue bottles)

We created a new healing VFX too. The ancient healer can jump in front of a unit shielding it from attacks and healing it at the same time. (health bars are the little blue bottles)

 The clergy man burst heals in a random direction every 5 seconds. Its important to make sure you position him correctly to keep your army healed.

The clergy man burst heals in a random direction every 5 seconds. Its important to make sure you position him correctly to keep your army healed.

Now check out all these drawing process videos!

That's all for this week but well have even more new VFX to show off next Wednesday!

Week 50 - All Units Done! Starting Ability effects

We are very pleased this week because we have gotten through all unit animations and all backgrounds now which is a huge chunk of the art work we need to create before the game is done. For the next month we will be working on Ability effects. Here are a couple we managed to get done this week. Well have a lot more next week!

 

 Kiril was able to draw all 3 levels of the accuracy buff on Monday. As you can see if you are given the same buff from 3 different buff giving units then they will all stack becoming a more powerful buff and replacing the animation with a more agressive looking animation. 

Kiril was able to draw all 3 levels of the accuracy buff on Monday. As you can see if you are given the same buff from 3 different buff giving units then they will all stack becoming a more powerful buff and replacing the animation with a more agressive looking animation. 

 Here is another example of how to use buffs on a ranged army.

Here is another example of how to use buffs on a ranged army.

 I was also able to draw the Block effect for the footman last Monday. 20% of the time this shield will pop up and protect the footman entirely from the current attack.

I was also able to draw the Block effect for the footman last Monday. 20% of the time this shield will pop up and protect the footman entirely from the current attack.

Check out the drawing video for the footman block!

That's all for this week, but next week we should have 6 more effects to show off!

Week 49 - All Campaign levels finished

Hello everyone! We don't have a ton to show off this week because we have been working on some internals as well as legendary units we don't want to show yet. However we have finished all 40 campaign levels and we are on our way to start ability effects next week. So stay tuned for lots of new abilities to be revealed! For now check out the difference between early game and end game.

 This is act 2 which is very easy and close to the begining of the game

This is act 2 which is very easy and close to the begining of the game

 This is act 9 which is towards the end of the campaign

This is act 9 which is towards the end of the campaign

So you can see that things get much more difficult and complicated towards the end of the game. We are really enjoying seeing how the final peices of Raven's Path are coming together and we can't wait to show it off more! Come back next wednesday for another update!

Week - 48 Four New Gates!

This week I had a lot of flexibility to do whatever I felt like needed the most work. For the first part of the week I was creating new objects for your army to break through, we call them gates. I was able to make 4 new gates this week. Kiril was also able to finish up 2 units this week and he only has 2 left! I was also able to make campaign levels up until act 8 so I only have 3 more acts to make levels for 8 , 9 and 10.

Check out the new gates!

 The gold pile!

The gold pile!

 The hay pile!

The hay pile!

 The Sail Boat!

The Sail Boat!

 The Sea Rock!

The Sea Rock!

Check out the drawing process videos for the gates! (sorry I forgot to record the drawing process for the sea rock)

That's all for this week check back next Wednesday for more!

Week - 47 Portal Realm Final Backround

This week I was able to finish the final background piece in Raven's Path. We wont go into the story behind it but basically its an abstract realm through a portal. Now that we are finished with all the backgrounds well be creating a few more objects to smash through to bulk up the previous areas. Then well be moving on to ability effects!

 Here is the newest background the portal realm!

Here is the newest background the portal realm!

Check out the drawing process video for the Portal Realm!

 We also created a demon portal gate to transition to the new background

We also created a demon portal gate to transition to the new background

Check out the drawing Process for the demon portal!

That's all for this week! We are very excited for whats to come! Check back next Wednesday for more.

Week - 46 Volcano & Better difficulty

Kiril was able to finish another mythic unit this week. Well be showing these off next month. I drew the volcano background this week and I also managed to create some more levels for the campaign.

 I'm pretty happy with how the volcano turned out!

I'm pretty happy with how the volcano turned out!

Check out the drawing process for the volcano.

Here are some clips from me playing through a few of the new levels.

 A very close call for the longbowman

A very close call for the longbowman

 Its important to kite the knights. You also need to make sure thier attack buffs pointing left and right don't line up or they will do a lot more damage.

Its important to kite the knights. You also need to make sure thier attack buffs pointing left and right don't line up or they will do a lot more damage.

 Some waves are a lot easier if you can find a way to separate the healers.

Some waves are a lot easier if you can find a way to separate the healers.

That's all for this week! The volcano was the second to last background we need to draw so next Wednesday we will have one more background to show off and then well be moving on to ability effects for the next month. Check back next Wednesday to see the final background!

Week - 45 Marsh & Whale

This week kiril finished up another unit. As I mentioned in the last post we wont be showing any of the next 5 units until we get their particle effects done for their abilities. I was also able to draw another background this week and another object to break through.

 We have been trying to think of ways to show that you are becoming more evil as the campaign missions go on. This is very close to the end of the story so we decided to have you blow through a beached whale. What could be more offensive than that?

We have been trying to think of ways to show that you are becoming more evil as the campaign missions go on. This is very close to the end of the story so we decided to have you blow through a beached whale. What could be more offensive than that?

 Here is a gif that shows off the marsh a little more.

Here is a gif that shows off the marsh a little more.

 We have been reformatting all the levels to make for more puzzley and complex fights. This one was very close.

We have been reformatting all the levels to make for more puzzley and complex fights. This one was very close.

Check out the drawing processes for the whale and the marsh!

That's All for this week! Check back next Wednesday for more!