Thursday, April 30, 2015

GUI

We have made progress in some smaller, but important areas. The in-game GUI has been properly integrated into the latest prototype build. This includes character inventory, skills & talents, as well as the interaction menu planned for use with the various NPCs. Each menu screen has also been bound to a hot-key, allowing each window to open and close. Now when a window is opened the GUI behaves as expected, preventing player movement and locking the characters camera in place. The GUI also allows skill icons/weapons to be dragged between window slots. There are still a number of adjustments to make on other various windows and menus in the game, which will be implemented as time progresses.

As of right now icons and weapons don't do anything, however there is a skill cool-down timer on each skill icon as a test. Now that this system is in place, we can begin full implementation which will ultimately prevent recasting or use of the same spell or skill for the duration of the cool-down.

Concept Art

The 2nd of the character concepts is now complete. We are really excited to see the characters come to life and eagerly await the other two concepts by the end of May.

AI

In an effort to speed production time up, we've hired an assistant programmer on an as needed basis. The first system our new programmer has helped to build is basic AI, and over the coming weeks and months will expand to include three different AI systems:


  • Wildlife
  • Non Playable Characters
  • Enemies


Currently the AI for the Wildlife is operational within a standalone offline testing scene. We hope to start the integration and test the networking portion in May.

Development Builds

As we continue to make progress and implement more systems, we'll ensure stand alone executables are available to test so you can see our progress first hand. All of the latest prototype builds will be made available at AssaultOnIsegran.com, with the newest becoming available either late May or early June.

Thursday, April 9, 2015

March Update

As time has passed, mechanics tweaked and ideas changed, the project has evolved a bit from our initial vision. The overall art direction has shifted, the lore has been tweaked and the game world a different place from where it began. As such, The Romtha Project has been renamed to "Assault on Isegran". Isegran is an island in Norway that is still home to a historic fortification. We found its history utterly fascinating and the idea of Isegran took hold in our minds. Using Isegran, with its rich history as the foundation for inspiration, we look forward to crafting our own world and lore around it. We hope you will as well.


Unity Pro

The latest Unity engine update 5 was released during March, and we couldn’t wait to upgrade Assualt on Isegran to take advantage of the newest features. In fully embracing this, we bought a full license for this version in lieu of continuing to pay monthly. While the new features of Unity 5 are exciting, there were some teething issues we had to work through when upgrading from Unity 4 to Unity 5. Ultimately we rolled back to version 4 for the time being, due to concerns with assets and mechanics we use which are not quite ready for the transition. We hope to change over to the new engine as we tweak the code and come to grips with this new architecture.

Art & Website

We hired a new artist to work up some alternate character concepts that we look forward to tweaking and bringing into the game. Currently 1 of the 4 character concepts are complete, and we anticipate the others should be done nearer to the end of this month. Once those are finished we, barring unforeseen circumstances, plan to release them on the new website AssaultOnIsegran.com (currently still under development). The website will contain a forum and special content for registered members such as the character concept art. We've also been looking into an artist to work up a custom tailored website using a medieval themed artistic flare to match the tone of the game. We hope to have that integrated when the new site launches in the coming months.

Game Mechanics & GUI

Due to the above, less time was spent on in-game mechanics than in months past. However we have more basic mechanics in place, including tracking player health which, upon being depleted, will kill the player. This is currently not anticipated or planned to be used for the player-character, but is a mechanic we will use for the multiplayer aspects of the game such as moving objects across the network and passing damage values for towers and enemies. We've also implemented a character health regeneration rate which is also successfully synchronized across the network. Concerning the GUI, values for damage received and health regenerated were also tested against the use of health and mana globes.

Please follow us on Twitter, Facebook and Google+ to keep up to date with our latest developments. If you prefer visiting the website, please continue using www.WetFireGames.com until our new site,www.AssaultOnIsegran.com, launches in the coming months!