Hi there! It’s GeorgeV again and back to work from a three day weekend.
Today I worked a bit more on drawing WIPs for the various racial A.I.s. Here they are so far!

Dev BlogHi there! It’s GeorgeV again and back to work from a three day weekend.
Today I worked a bit more on drawing WIPs for the various racial A.I.s. Here they are so far!

Hi everyone, hope you had a wonderful weekend.
Today, I worked on a bunch of little things. First, is I fixed a few issues brought up by you guys in the code I posted yesterday. Special thanks to Forum user Andrey_P_P.
Next, I fixed a crash bug regression dealing with us removing the unused twitch code. I also fixed a long standing bug dealing with bow animations being invisible to everyone else.
Finally, I got the animation for staff charging working. There’s a webm video below, because the gif version is unaccountably around 4.8MB.
Today I took a little break from ground monsters to work on everyone’s favorite part of the game: birds! First, I replaced the current “swoop” attack with “dive bomb,” which is more effective in hitting players and also brings the monster within range of melee attacks. I tweaked the state behavior such that they tend to switch between dive bombing and ranged attacks so that even with the current, limited selection of attacks, combat feels much more dynamic and interesting. Next, I dug into their out-of-combat behavior. I re-enabled and improved several of their unused behavior states so that they will fly up, glide down, wander in different directions and even land on the ground to rest. There’s plenty of work left to do on these monsters, but they feel more lively now, and fighting them is actually fun!
Other than that, I’ve been continuing to improve ground monster behavior, fixing bugs, learning the game’s inner workings, and planning new additions to the Lua API. I’ll post more about my progress with ground monsters next week, so stay tuned and have a great weekend!