Archive: News

10th + 11th September Progress

Heya guys!

I know you’ve been antsy about the lack of daily updates, and yeah, I said I’d make sure we got them back on schedule. Honestly, while we’ve steadily been doing work and making progress this past week, things are still sort of jumbled up because we have a few core team members moving house and taking care of other “real life” stuff (pshhh). Makes it difficult to organize the update posts!

Upon asking Omni what he’s been up to today, he said a lot of things that I did not understand. Then he summed it up for me: “Massive changes were made to the core library to unify some types that had been weirdly different.”

Also, some quick improvements were made to tree-cutting particles/sounds, Bart made it impossible to beam down to planets in the middle of FTL travel, changes were made to smooth out networked item-swinging (i.e- how swinging a tool or weapon shows up to other players on a multiplayer server). Some very old bugs were apparently fixed with Line Rect intersections, which had been subtly causing problems for quite awhile.

But enough about bug fixes! A pretty cool set of enemies with some unique behaviors were added to the game! Here’s a sneak peak of one of ’em– meet Repairbot.

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Repairbot’s not too cool with you shooting his friends. :(

I will leave you with a vague gif.

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‘Til tomorrow!

 

8th September Progress

Work continues across the board, with lots of work under the hood and some really cool gameplay stuff being added! The double jump tech is pretty much finished save for a little more work on the animation itself. I’ve found myself loading my character with the double jump tech and some gliding gear, gaining an exhilarating sense of freedom as I soar through the open air.

The recently added dash is getting to a really good place right now too, with some really cool animation effects that were added today. It’s proven to be a fantastic tech, particularly for melee-focused characters, due to its utility as both an offensive and defensive ability. Click the image below to see the dash in motion! I recommend allowing it time to fully load so you can see it at its actual speed.

Click it!

Click here to see the dash in action!

That’s all for now, good night everyone!

7th September Progress

Afternoon ladies and gents!

Daily updates feel silly lately because where we’re at right now, we’re focusing on just about the same things each day. Sorry for the repetitiveness and repetitive lateness. :D

We’ve got Kyren still working out navigation with the star map and Bartwe working on in-game tech like the double-jump and dash, with artists assisting on animations to make everything look all pretty.

We’re still hard at work on making cool monsters and configuring them to work in-game. I’ll show you a mockup of an unfinished monster called a Divern!

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We’re also still working away on dungeons– Armagon put in loads of hours on the prison dungeon this week and has been tweaking some of his older dungeon rooms just a bit because he’s a perfectionist. :P

In other news, we’ve been arguing over who looks better in a dress: me or Tiy. This is really important.