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Indie development studio - currently working on a low poly survival/exploration game Floatlands.

Buzzard in action

Buzzard finally comes to life, as it’s been a couple of weeks since the first concept design and last week the model was created. This helicopter is meant to be as an accompanied aircraft for traveling medium to short distances at slow speed. It is relatively small and light, therefore we set a very responsive handling for it.

However, it becomes difficult to handle in a situation where you run out of gas – speed decreases to 50% and the whole thing starts shaking, urging you to emergency land and refill. To refill you will be able to craft fuel from animal feces and fat (in case you kill the animals). As mentioned previously, the helicopter will be upgradeable, but this is just a basic tier implementation.

Domen Koneski


Weapon animations

Last week I was animating the player’s hands and weapons for the first person view. For the melee weapons I only had to animate the hands and the weapon slot, but the firearms have moving parts and have their own animations also.

Hammer play
Hammer play
Pickaxe
Pickaxe

The player and weapon animations are separate, but are then combined in Unity. This makes animating a bit slower but it makes it easier for us to add more weapons and animations later.

Revolver shoot
Revolver shoot
Revolver reload
Revolver reload
Bolt action rifle reload
Bolt action rifle reload

There will be multiple weapon tiers. Tier number one will be the most basic craftable tier of weapons available. You’ll be able to craft them with the materials found throughout the world.

Because we are leaning towards tiers, weapons in the same tier will all have similar effective strength. By implementing this, we want to encourage players to use all available weapons — not just assault rifle for example.

Assault rifle reload
Assault rifle reload
Assault rifle melee
Assault rifle melee
Pump action shotgun
Pump action shotgun

You will also notice that the slide-action or pump-action (shotgun) is animated realistically. New shells are chambered by pulling a pump handle attached to the tube magazine toward the player, then pushing it back into place to chamber the cartridge.

Andrej Krebs

Learn more about Floatlands

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