Archive: devblog

May 12th Progress

Sunday!

So today we got in 240 armor descriptions. They appear on the tooltip/crafting window like this:

tooltipRight now it’s using the helmet’s icon as it’s preview image, which is obviously rather low res. It’s going to actually display the helm on a mannequin instead. Also the area beneath the armor/warmth ratings will contain icons that indicate the special abilities attached to the armor.

Bartwe continued work on the crafting window, it now has a very nicely functioning search/filter tool:

wood2

The next thing to add is category buttons beneath the search bar.

Kyren continues her work on deep engine features.

Omni has completed our book reading interface, though no screenshots of that at the moment because he’s spending weekend with family.

Our artists have been working on armor generators.

Armagon has completely finished up the glitch castle generator and is moving back to avian tombs to give them a little more flair.

 

11th May Progress

It’s the weekend! Yay!

Today we’ve been finishing up some crafting changes. Each type of item now has its own swanky layout within the crafting window.

There are lots of different kinds of items, so this was quite a bit of work and it’s nice to have it finally out of the way.

craft

 

 

 

 

 

 

 

 

I’ve also thrown a bunch more recipes into the game, given our 1300~ items so far there are a lot of recipes!

Bartwe is working on a sorting and searching system to make the number of items manageable. That will sit in the gap below the schematics list.

Kyren is continuing her super technical work, which will be out of the way soon.

Omni has more or less finished up the log book UI, but I need to configure where all the text/images sit, so no images of that just yet.

painting

 

 

 

 

 

 

One of contributors also made me this with the paint tool <3

Roll on Sunday

10th May Progress

Hi again,

Today we’re continuing to finish off this weeks work.

Shields functionality is now finished and bug free. Bartwe stomped a bug with collisions that cause some projectiles to pass through the shield. Blocking now works flawlessy in multiplayer.

We’ve added even more new attacks to NPCs, acid spitting, water spraying, bubble…beaming?

Functionally the crafting window has been done for a long time, now we’re starting to add a ton of info on the item you’re crafting, as well as a system to allow you to search through all your available blueprints. We need a nice search box given the sheer number of items in the game.

Our wonderful artists are beginning to work on ocean environments, coral reefs, plantlife etc. Ocean diving is about to get a lot more interesting.

ocean

We’re also adding a bunch more interesting costumes. I’m also pushing to get a ton of regular clothing in the game for people who just want to mirror themselves in the game.

costume

Kyren is working on a deep world storage change that will do some great technical things, then moving onto more combat related code.

We’ve also been improving the UI, we now have a message system that allows any item or UI element to pop up messages on the screen that slide nicely in and out, similarly to the food meter. A food command was added to check your current hunger level.

hello

 

Also, someone broke the sword icons!! *rage* (psst, I think it was Bartwe)

sword