piątek, 28 lutego 2014

I have been developing

And here whats new :

-problems with desynch of player characters has been solved
-forge smelting has been implemented and is working great
-first smelted ore : iron bars , you need coal to smelt those for fueling the forge

forge smelting is working "instantly" , you just press smelt and reopen the forge to get your iron bars .
I decided for this approach because crafting in many sandbox games is really tedious and takes 90 % of actual gameplay which isnt that fun , when comparing to other activities like conquest and pvp , or even pve and exploring

- anvils are in game , which use is obvious

- some placehold models with textures for both anvil and forge were made by me , they look , well, like placeholders , but at least they look like actual things could look , and not like cubes with random textures :)

here you go :




Its me on another game client standing near the forge and anvil ,and some coal vein on the right :D
(and yeah i know that coal vein doesnt look much like one , its just so i can distinguish it while testing :) )


PS. You probably figured out where i m heading with this updates already :) Weapon and armor crafting!! hell yeah :D







czwartek, 30 maja 2013

Update

I have finally started developing again , partially implemented forge smelting and interaction.
Will finish it tomorrow , and start working on placing anvils and crafting first stuff

wtorek, 7 maja 2013

Current status of the development

Current list of features


  • Every aspect of the game is multiplayer and optimized for alot of simultaneous connections , interactions with the world , like you can see other players , what they do in the world (mining tunnels , fighting with monsters, creating objects, etc. ), every change a player makes to the enviroment is persistent and stays in game for other players to see.
  • World is persistent , single server , without instances or "maps " you move between that you can see in most of mmorpgs these days
  • World is made out of big voxels , that i personally call "sectors" , each sector is mineable , and you can mine them in every direction in 3d (you can mine tunnels down and up ), as the whole map of Inscribe  is three dimensional you can do for an example a multi-storey dungeon with floors above each other  


  •  Walking with simple animations , collisions 
  •  When mining you have a chance to encounter a cave with valuable resources and monsters (resources: iron, coal  ; monsters: cave bugs)
  • Simple combat system with monsters aggro , targetting 
  •  User interface with global, world-wide chat, and buttons for showing different screens like equipment, inventory, skills, invention and crafting window 
  •  Crafting of stacionary objects like forges implemented