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Crystal Kin is an exploration driven RTS game that features procedurally generated maps for the players to explore and conquer. The maps include randomly generated NPC factions, bosses, and scripted events that the player will need to deal with in order to win. Game modes will include single player vs AI, online and LAN multiplayer and persistent online servers with very large game worlds, to explore and build massive empires; allowing diverse play that can last from 30 minutes to several days.

Report RSS 5: Animation Preview

Crystal Kin is an exploration driven RTS game that features procedurally generated maps for the players to explore and conquer. Recently we have been working on adding new animations and art to the engine!

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5: Animation Preview

Recently we have been focusing mainly on adding in new animations for the Shattered Tribes, the video above goes over some of these, and includes more of them in game! A quick summary on what has been going on recently;

  • We have added almost 30 new animations to the game for the current units of the Shattered Tribes, you can see most of these in the video.
  • Added in support for projected textures, this will be used to place some AOE spells, and used heavily in the boss/NPC mechanics.
  • New art! Currently the new WIP Crystal Temple (basically a blacksmith for magic users) is in the engine, and Arena of Honour is in the works and will be previewed soon!
  • Finally we have commissioned some new 2D art, which we will show with a boss video towards the end of the summer!


What’s Next?:

So currently i have pretty bad internet access (1.2/0.2MB) so i haven't been able to update as much as i would have liked to, as well as it causing issues syncing builds across our sever! For now we are working towards; getting new 2D art to show of some more of our ideas, implementing the first boss and showing him off to you guys and creating a new awesome website which will include a weekly blog!

That's it for now! but until then you can follow us on Twitter @Crystal_Kin or at Facebook, as well as our Devlog at TGIforums. Thanks for reading!

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