6th June Progress

Hi all,

Work continues on NPCs, weapons and so on.

We’re a little entrenched in multi-day tasks at the moment, but there’ll be a lot to show off once those tasks are complete.

One of the things I did today was implement a bunch of new NPC projectiles.  We had some fun doing it on stream and taking suggestions from stream chat.

You can watch the stream over at http://www.twitch.tv/tiyuri/b/413545532 It’s around 3:30 hours long, recorded after midnight, so forgive my indiscretions.

Be warned though, this wasn’t a planned affair, the stream is full of moments where I’m working in another window for a good few minutes, bugs caused by reloading assets on the fly, my going to answer the door,

 

stream hiccups, that sort of thing. I’d suggest skipping the first 10 minutes or so.

I think of all the new NPC projectiles the stream chat helped me add, icebreath was my fav

iceattack

 

Check the stream link to see it in motion :)

Oh and fish now scatter when startled. We’re officially next gen!

5th June Progress

Hey all,

 

Today was one of those dreadful days in which I had to take care of a ton of business shenanigans. Accounts and lawyers that sort of thing.

Luckily though, whilst my soul was being destroyed the rest of the team continue to make progress.

glitch

 

Rho completed the last of the respawn animations. I don’t think I’m going to show any more. We should at least leave a couple as a surprise no?

Kyren continues to work on Humanoid npcs, they need to be quite smart and encompass a lot of different behaviours, so she’s probably going to be on that for a few days yet.

Omni has nearly entirely finished the 3D printer system, which is a really nifty thing to have access to (especially with an admin client, print anything in the game for free! Yay!).

Bartwe has finished up all the base work for status effects. Enemies now use the same damage system as the player, so anything we come up with can be applied to both. Next on the agenda is poison, burning and bleeding.

George and our wonderful contributors are still tackling the huge number of ore based melee weapons and isn’t too far off completing them now. Some of these are ridiculously cool.

weapons

 

Can you guess which races these two weapons are from?

Legris is still working away at the intro sequences between work on biomes.

We also got the wonderful Logan Cunningham of Bastion fame on board for the voice acting. The samples he sent today were incredible.

Until next time!

4th June Update

SHORT ONE FOR YOU TONIGHT LOL NO.  Lots of things have happened today, as you may or may not be aware.

First, there were moderately large changes to the website, as chronicled in previous updates.  We’re now bridging together our website and our forums.  Clicking the comments link for all subsequent posts will take you to the forums thread that was automagically created when we make a post.  This will help our mod staff actually moderate the comments that were being posted, rather than leaving troll comments around for several days waiting around for Tiy, who is the only person with Disqus mod powers, to remove them.  So that’s good.

Also in the tin is a roadmap update.  You can thank Tiy for putting it together.  I just uploaded it.  Some percentages were updated.  Maybe some text was changed?  I don’t really know.  I didn’t pay much attention when I uploaded it.  So go exploring. :)

As far as game work is concerned, I’ve been having some difficulty working on it personally lately with all of the website changes.  I’ll be staying up way late this evening working on the 3D Printing UI.  Hopefully, I can have it done before tomorrow morning rolls around.  Hopefully.

Bartwe made some major improvements to initial load performance.  Start up time is dropping fast.  That’s really nice.  That combined with some of the stuff a helper elf is working on, means that we’ve really begun performance tuning on this part of the code.  It’s important, because it lets us do our edit, compile, run, test cycles much faster.  If I understand the plan of attack, next up for bartwe is programming in status effects.

Kyren made a commit that removed the need for redundant asset information to the tune of 3k lines of redundant information removed.  This also helps start up time.

So today was more of a performance tuning day.  Kyren and Tiy also talked strategy in dev chat, mostly about how we’re going to need to tackle Humanoid Enemies and NPCs and made some cool plans surrounding that.  Boring but necessary.  Planning is important.

It’s really late over here.  *yawn* I’ll let my cat type out the rest of this post.

meowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowmeowpuke