This is the character who is hunting you down for "stealing from him". You'll learn what that means as the story progresses.
As you can see, unmasked he looks similar to the main character -- (SPOILER ALERT: they're siblings).
I ended up making him look a couple years younger than in the concept art though.
These monuments, (called 'respites' in code) mark the entry location of each zone. As you defeat bosses, their eyes opens up one by one. When all three are open, the player progresses to the end of the game.
The blue ribbons are based on silk Khatas and their color symbolizes the open sky.
Throwing down some rough environment ideas in terms of color and terrain. Its a bit challenging to take into account the lighting of the day night cycle. Currently, the worlds blend through four color schemes each (dawn, noon, dusk, and midnight). Also, optimizing for mobile is tough!
Once I'm satisfied with the color scripting I might post a timelapse of the day night cycle in action.
Experimenting with colors to get to the feel I want the world to have. The plan is to make some shaders and try to get the game to match these pictures, and then alter the character designs so that they fit better in these sort of environments.
This video is a demonstration of a game system I've been developing. I aimed to make it a scalable game infrastructure that could support boss battles, cut scenes, and progression checkers.
So far, I am planning to have four "zones" with four boss battles. Once my code is robust and feature-locked, I will jump back onto the art-side of things and build some assets.
I started modeling and texturing the main character. Still a work in progress. Animations (and skinning) are very temporary. I am testing the character in-game mainly to see how the shaders look.
These are the villains that are trying to hunt you down. They travel in groups of 2 to 3 and you can occasionally find them camping, allowing you to ambush them first.
Like the player, they are skilled horse archers, but they are programmed to miss their first couple shots to give the player a chance to take them down quickly.
I want to fix a couple bugs with their AI before I rig them and animate them.