Archive: devblog

24th May Progress

A really short one today folks,

Today we’ve been swamped with dealing with webserver stuff, so we didn’t get as much done as we usually do.

That said, we’ve now got a whole bunch of nifty functions to use in the intro comics, zooming, fading, that sort of thing.

As part of the flying NPCs update, Kyren has begun adding some nifty functionality to player physics that will allow us to do some really neat powerups.

We’ve got tons of mechs being produced by our artists. There will be at least 1 mech and 1 hoverbike per race.

We’re working on the in game options menu, which we haven’t bothered with for a long time (the defaults are good!) but we figured we should finally get it done.

A lot of costumes and clothes are going in, some of which terrify me..

We changed up the travel sounds, now theres more of a thunder boom as you enter hyperspace

Sorry for the lack of screenshots! Anything I screenshot for today would be spoilery.

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23rd May Progress

Hi guys,

So today we put the finishing touches on in game chat with character expressions.

When you type now your characters lips will move. Typing in various different ways or using emotes like :o or ;) will cause your character to mirror those emotes.

Here’s a terribad video of it in action:

You probably want to watch it in 720p full screen, to actually see the animations.

Work has been going on with the art for mechs / other vehicles.

They’re starting to look really nice:

mech

 

We’ve also been working on adding more ‘Terrain features’. These are small portions of terrain that make use of our dungeon system code to place very interesting set pieces on the terrain. They blend in nicely with existing terrain and there are hundreds of them.

Here’s an example of a terrain feature, a natural bridge:

bridgeTerrain features look different depending on the planet they appear on. We wanted a way to create natural structures the terrain gen would struggle to create naturally.

 

 

 

 

 

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22nd May Progress

Hello guys,

Today we finally got the speech bubbles nicely finished up. They’ve taken a little while because they’re much more complex than they look.

Now they’re automatically arranged nicely so you can easily follow a conversation, even between a lot of different people.

conversationWe’ve also been working a bunch on the games intro sequences. These are comic sequences with narration that set the scene for each race.

An example of some of the art:

comic

 

Legris is amazing!

We continue to work on NPC stuff that I can’t really show off yet.

A lot of work is going on with cooking and various recipes and meals you can make.

Biome and terrain work is ongoing, I think I’m going to show off a bit more about how the terrain works tomorrow.

 

Also a thank you to everyone sending us narration auditions. It’s going to take a little while for us to go through them all.

 

 

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