Saturday, May 12, 2018

Version Update: v.0.0.2

Heya folks! We've wrapped up another chunk of implementations, and actually swung into the next piece with such gusto I almost forgot to put this up to commemorate finishing v.0.0.2!

This one focused on making the non-player entities a little more visually diverse, with a both a variety of body types and nice simple color cue for determining friend or foe; Blue is peaceful, Red is warlike. Full list of changes below!





Version notes:
  • Introduced an 'entrance' block that connects the placeholder safe-room with the mission's path. This is helping to drive down the purely abstract 'placeholder' models with something more representative of the actual game.
  • Demon Skin. I've been working to re-tool the look of our city's denizens, to help them wear their hearts on their sleeve a bit more. Demons range in color from blue to red- more red, more likely to attack on sight.
  • Demon body shape. While we still only have one specific model for demons at the moment, to prevent them from appearing too homogeneous, some features were added to allow them to be taller, shorter, thicker, skinnier, or more muscular. 
  • Chunked Visibility. Parts of the city's pathway that aren't player-visible are hidden to reduce resource loading.
  • Disposition /Size affects Nav Agent movement. Little demons scoot a little faster, and big lumbering folk move a bit slower. I also hooked the 'bravery' attribute of demons to their pathfinding prioritization, so cowardly demons get out of the way of the bold ones. Not a huge thing, but quick to implement and adds more variety.
  • The 'Entrance' and 'Target' blocks contain doors that civilians and scouts can enter and exit, so they feel less detached from the main pathway.
  • Fixed a bug where thrown fireballs were facing backwards on release.
The next batch of changes will see some new visual assets to spice things up visually: new weapon models weapon storage. Given how quickly that's been going, scope may expand to other models, too. I've also got a somewhat-hastily shot video of a couple mission runs that I've been meaning to upload- I'll try and get that edited and up soon!

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