Last weekend we attended the local convention GAMMA.CON. It was great to finally get the game into so many hands and it was even better to see people having fun with it.
While making Dismantle, we've experimented with a lot of things that haven't worked out, one of those things was a combat system that allowed for directional attacks and parries.
After a great deal of deliberation and procrastination we've finally selected a title for the project.
Over the past while, we’ve been working on giving players the ability to launch off their arms.
Over the last few weeks we've been implementing a way for players that lose their arms and legs to still have some control over the outcome of a match instead of simply being dead.
Recently we've made a concerted effort to be more aware of community created plugins and tools. We've got some to share
We recently wrapped up work on a new environment, it's not finished per se, but it's at the level we need it to be for now.
This last week we mainly worked on the new melee combat and the new environment.
So an update coming "soon" turned into update nearly two months later.....whoops.
We recorded a new video of Flesh Wound's current state at the end of last year. It's quite a significant upgrade from the last time we recorded one of these, with an actual environment in the game and the new character model (mostly) implemented.
We've got a new gameplay video showing the progress we've made in the last couple of months.
As part of implementing audio into the game, we went looking for music to use as placeholder tracks.
This update's a bit late but we've been making some nice progress:
It's been an enlightening experience to see how long we can spend on a feature that seems so simple on the surface.
We put together a small video featuring our new ragdoll being put to the test. Partly to trial stability, mainly for fun.
This is the first post for what we hope to be an active blog following the development of our studio's projects.
This is a blog summary, the link below will take you to the full blog.
Over the course of Dismantle's development, from the very first prototype to the current version, we’ve iterated and improved on our characters a great deal. These improvements have encompassed almost every aspect of the characters, from size and aesthetics to their base structure...