Everyone’s been hard at work across the board, but I really wanted to show off Kyren’s new elevators with the wiring functionality she introduced today. While the graphics on the platforms are still extremely placeholder, she’s done an absolutely fantastic job and I was able to do a lot of cool stuff with just a few simple logic gate configurations. I’m really looking forward to seeing what you guys do with this!
Tccoxon’s been working on a feature that we’ve been excited about for awhile – procedurally generated quests! Colonists and other NPCs will generate their own little quests for you over time. These quests can be anything from baking a cake for an NPC so that they can make a friend, to stealing and extorting objects from other NPCs in order to build a new house.
Here’s an example from a quest line! Poor Wise Minoru.
What sort of generated quests would you like to see?
Kyren’s been working on moving platforms! They’re very much a work in progress, but I’ve been told I can show them off. Keep in mind that this is programmer art, so they won’t look like this when they’re finally implemented! Here’s Kyren on a little lift:
Quick combat post tonight – Healthire added this super cool jump-stabby secondary ability! Now you can reenact that scene from Final Fantasy 7 where Sephiroth does the thing! But with added bouncing, which to me is an improvement. What do you think?
Today we’re back to work on more exciting content for the combat update. I’m helping Healthire create more secondary abilities for weapons. Here’s one we’re prototyping for spears:
The art team has been creating some amazing concept art for new content that I’m not allowed to talk about just yet, tomc is making more exciting progress on generated quests, and kyren is working on some changes to the physics system in preparation for new features like vehicles and moving platforms. Hopefully later in the week we can go into a bit more detail on some of these!
While a major focus of the next update revolves around Combat, we’ve also been putting some much needed work into the underground. This involves creating fancy new parallaxes for each layer, as the player digs their way down. Take a look at these examples below, and let us know what you think!