Archive: Dev Blog

July 10th Update

Hey guys! Looks like nobody stepped up to write the update today! Allow me to remedy that situation. :)

Afraid I can’t get too in-depth on what everybody else was doing, as I was mostly continuing with the work I described on Tuesday. I did however spend some time helping folks out with their tasks, so I’ll give you a quick summary of what I know!

– George has been working on a whole bunch of stuff. He’s updated a number of our outpost objects to look even slicker than before, as well as some really cool stuff related to the spoiler-laden post written by Tiy yesterday. If you want the progression kept a surprise, I don’t recommend reading it!

– Kyren has continued to work hard on our new tile rendering code. To my non-coder brain it looks incredibly complex, but by the time she’s finished, the game’s performance overall should be markedly better, which is always nice!

– Metadept continued his excellent work with the monsters. Now once a monster goes aggressive, they will remain aggressive unless you trigger them into a fleeing state (which not every monster will be smart/cowardly enough to do).

I’m afraid I don’t know what everybody else was working on, as I tend to get pretty absorbed in my own stuff. It’s not much, but here’s a small sample of the kind of things you can expect to start finding deep underground. We want to add some entirely unique, non-racial stuff too, but for now, this is what I’ve got to show.

A single scientist, deep underground?

I’m always open to any feedback, positive or negative. What kind of things would you like to find deep underground?

Until next time!

Dig a little deeper!

As work continues on progression, the team spent some time today discussing the structure for tier 2 and succeeded in getting a solid plan down. For now I’m slated to continue helping in the design and re-balancing effort, though some of it requires I wait for one of our capable programmers to get a couple of things working. In the meantime, as a side project I’ve been tasked with populating our underground with more microdungeons so there’s more interesting stuff to find as you get deeper. You can look forward to finding more stuff like this!

We want more exciting stuff underground!

I’ve also spent some of my free time starting to update the lights to be wirable as I mentioned in my last post. There’s over 250 objects with lighting to go through and determine whether they need the treatment. Most simply need to be configured properly, though some lack “off” frames in the graphics, so I usually need to create them. This process with each object can be quite time-consuming. Doubly so if they’re animated. Because this will have to remain a side-side-project, it’s going to take me a while, but I’ve finished with all the Apex objects at least.

That’s it from me! See you next time guys!

July 4 – Reworked Human Armours

Supernorn here again, wishing a happy 4th of July to those of you across the pond!

Today I’ve mostly been animating the Treasured Trophies outpost you saw earlier. The tentacles are in full swing, but it’s not quite finished yet. I also mentioned in my last post that I was reworking some of the human armours, including the tiered sets.

Still a bit of a work in progress, but the idea has been to give the human sets a more ‘militarised’ look.  In this example you’ll see the Vanguard and Seeker armour sets have been reworked specifically:

newarmour1