
Hello! I’ve been thinking about starting a WIP thread for a little bit and decided to take the plunge today, so while I might not have too much to show quite yet, I will in the coming weeks! 
Elysian Legends is a Fantasy-Action-Adventure-Puzzle-Platforming-RPG-Co-op-Dungeon-Crawler-Roguelike. I like to just call it a Fantasy RPG and sometimes describe it as a “Multiplayer Legend of Zelda” – which is obviously a huge inspiration for the game, among others. Lots of sword slashing, magic casting and boss looting fun awaits!
Feel free to share ANY comments or criticism about anything you see here. All feedback is good feedback! 
Thanks for reading!
Website | Reddit | @ElysianLegends | @DMeville
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The last two weeks I’ve been chipping away at core systems and got the first set of artwork rigged and in the game, and the first pass of some character customization. Really happy with the progress this week, things finally feel like they’re coming together! 
Screenshot Gallery - http://imgur.com/a/mempY
Firstly here’s a dungeon generator I was working on:
Here’s a video of the item and inventory system (wip)
And here’s the first look at the art in the game, with animations, wearable equipment (that deforms properly with animations), some shader magic to prevent (most) clipping, and some cool IK for dynamic feet placement and head looking:
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Last two weeks have been busy, but I got a little bit of progress made in terms of polishing up the character controller and preparing it for combat and animation stuff. The character can now run up and down slopes properly (with proper foot IK), and can inherit the translation and rotation of moving platforms! 
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Great start! Like how it is looking!
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Yeah this is looking very good.
I like the way you incorporated alpha masking to reduce mesh clipping and mask layered meshes. Did you accomplish this without code?
Character controller looks real smooth, but I didn’t see any jumping - was that excluded by design?
And that cloak is OUT OF CONTROL.
But looks good at idle when on a moving platform.
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Hey thanks!!
Yep, the masking on meshes to reduce clipping was an idea I had and wanted to try it out, although it might be too heavy computation wise to use everywhere. In this example the character “skin” shader has 4 inputs for greyscale masks (legs, feet, torso, gloves) which all get added together and use that to determine which parts of the basemesh are occluded. These textures are set in code when you equip/unequip armor, it’s mostly shader work though.
Now that I’ve got movement and falling working nice and smooth jumping is the next thing to tackle, which has been tricky so far…
Jumping will definitely make it’s way in though, eventually!
That cloak needs proper weights yet, that was another little test to see how well unity’s cloth works. It’s pretty crazy though!
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