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.

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