Hello, friend! Let's look together at how Oliver's Tale progressed this month!
Telegraphs!
If you've played action RPGs, you've probably seen glowing circles, flashing lines, or ominous red zones appear on the ground during combat. These are called telegraphs - visual indicators that warn players about incoming danger.
Think of telegraphs as a game’s way of saying, “Hey, something bad is about to happen here - maybe move?” They give players a chance to react, dodge, or prepare for an attack.

In short, telegraphs are an essential part of making combat feel fair, and satisfying. So next time you see a glowing pattern appear under your character’s feet… run!

A Game-Changer for Tail Movement
Tails are extremely hard to animate so they look natural, and in our game you
Animating tails in games is no easy feat. Traditional animation methods can make tails feel stiff or out of place, especially when you have a lot of creatures or characters with tails.

Instead of manually animating each tail frame by frame, we calculate tail animations procedurally in real-time. This means the tails move and react dynamically, adjusting to the character's motions as they walk, run, or jump.
New set of equipment for Oliver is almost there!
Let me introduce you the high-poly model of Oliver's second-tier armor!

It’s not just about looking cool, though; every detail reflects Oliver’s character.



Wait for next month post to see what we are preparing as a head piece😉
Immersive Combat Experience
We’ve just introduced a new set of damage reactions to make combat feel even more immersive and dynamic.
Here’s what we've added:
Animation Reactions – When a character takes damage, they’ll react with specific animations considering attack direction.
Flash Highlight – To give even more feedback, we’ve introduced a flash highlight that briefly lights up the character when they take damage.
Orientation Towards Attacker – Now, characters will orient themselves towards the attacker after taking damage.
These reactions are designed to add a layer of realism, making each hit and attack feel impactful.
Wrapping Up for Now
This is just a glimpse of what we’ve managed to accomplish this month. Behind the scenes, we've started crafting the intro cinematic for the game, started shifting all our characters to use root motion by default, and rolled out a bunch of important fixes to smooth things out.
I am thrilled with the progress so far and can’t wait to share even more updates with you soon. And if you haven’t already, don’t forget to Sign up for our Demo if you didn't do it yet😉
Thank you for reading!