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    Weekly Updates #42 - Travelling Around The World Well, hello there! This is your favourite (though slightly late) weekly update blog! Last week was quite a busy one. I previously talked about adding new things to the game and I'm quite happy to say that I've managed to add TWO new rooms. So without any further ados, let's get right to it! Travelling Agency The first new room is the travelling agency room. This is supposed to represent a common travelling agency where one would plan its vacation. The idea here is quite simple: the player can regenerate the current level by "travelling" to another country by paying a substantial amount of money. To do this the player needs to get to the front desk and simply interact with the (yet-to-be placed) travelling agent. The interior is full of clocks supposed to represent the time in different big cities. There's also a lounge area with a bunch of brochure and coffee mugs. And there's even a world map hanged on the back wall. I'm also reusing the ceiling window effect that I like so much. Light can be such a powerful decorative tool sometimes... Travelling Merchant Next, there's the travelling merchant. Basically, this is a trading merchant. He's coming from a faraway land and is full of riches, and set up shop with its trusty carpet. So what it does is quite simple. When the level is generating a random piece of equipment is chosen to form the player's current inventory. Then we simply choose another item to trade for. If the player is lucky, then they might have quite a good deal too! However, if the player discarded the chosen piece of equipment, then the deal is off. If the player didn't discover the room yet a simple treasure or other types of loot would spawn instead. Otherwise, the item will simply be removed, and as soon as the merchant is out of view he will simply vanish, leaving no trace behind. This also happens when the deal is done too! There's no actual merchant here yet, but the trading system is fully working. Minor Updates Refactored my shader to use fewer interpolators, which fixed some of my shaders I've also continued my model refactor. (I was quite productive in that aspect...) I've redesigned the Spa room to make it static like most other rooms. I've also changed most of the room's props too! The Temple was also redesigned and made static. This one is quite different from before. It's a bit more packed, but this makes it much more believable too! I've also touched-up the rest areas. Now they're more low-poly. Next Week So, I'm also planning to add new stuff next week again. Technically the code is already there for most of them. I just need to model the rooms and its ready for testing. I'm also planning to continue my redesigns. I'm getting there slowly... Then it's relic time! I really want to test all relics for regressive bugs, but I also want to finally implement a whole lot of them too. After that, I also need to work on texts and localisations in general. There's a lot of "Localized text not found" everywhere and this is starting to annoy me... And finally, it's the rest of the usual suspect... So that's about it! https://ift.tt/eA8V8J

    Well, hello there! This is your favourite (though slightly late) weekly update blog! Last week was quite a busy one. I previously talked about adding new things to the game and I'm quite happy to say that I've managed to add TWO new rooms. So without any further ados, let's get right to it! Travelling Agency The first new room is the travelling agency room. This is supposed to represent a common travelling agency where one would plan its vacation. The idea here is quite simple: the player can regenerate the current level by "travelling" to another country by paying a substantial amount of money. To do this the player needs to get to the front desk and simply interact with the (yet-to-be placed) travelling agent. The interior is full of clocks supposed to represent the time in different big cities. There's also a lounge area with a bunch of brochure and coffee mugs. And there's even a world map hanged on the back wall. I'm also reusing the ceiling window effect that I like so much. Light can be such a powerful decorative tool sometimes... Travelling Merchant Next, there's the travelling merchant. Basically, this is a trading merchant. He's coming from a faraway land and is full of riches, and set up shop with its trusty carpet. So what it does is quite simple. When the level is generating a random piece of equipment is chosen to form the player's current inventory. Then we simply choose another item to trade for. If the player is lucky, then they might have quite a good deal too! However, if the player discarded the chosen piece of equipment, then the deal is off. If the player didn't discover the room yet a simple treasure or other types of loot would spawn instead. Otherwise, the item will simply be removed, and as soon as the merchant is out of view he will simply vanish, leaving no trace behind. This also happens when the deal is done too! There's no actual merchant here yet, but the trading system is fully working. Minor Updates Refactored my shader to use fewer interpolators, which fixed some of my shaders I've also continued my model refactor. (I was quite productive in that aspect...) I've redesigned the Spa room to make it static like most other rooms. I've also changed most of the room's props too! The Temple was also redesigned and made static. This one is quite different from before. It's a bit more packed, but this makes it much more believable too! I've also touched-up the rest areas. Now they're more low-poly. Next Week So, I'm also planning to add new stuff next week again. Technically the code is already there for most of them. I just need to model the rooms and its ready for testing. I'm also planning to continue my redesigns. I'm getting there slowly... Then it's relic time! I really want to test all relics for regressive bugs, but I also want to finally implement a whole lot of them too. After that, I also need to work on texts and localisations in general. There's a lot of "Localized text not found" everywhere and this is starting to annoy me... And finally, it's the rest of the usual suspect... So that's about it!

    from GameDev.net http://bit.ly/2ZGSUo7

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