Hello
to all those that have an interest at all! I am here to give you your
weekly update on Project Myrsky, it's not quite Friday yet, but at least if I do it now, I can't forget tomorrow. It has technically gone
through two small updates since my first post: from 1.2 to 1.21 and
then to 1.22. That's only a technicality since our current play tester
got a copy of the game AFTER I had posted my first post here. But!
Update
Notes, 1.20 to 1.22
-Updated
several world meshes
-Updated
the tutorial map
-Added
a widget that appears over the heads of interact-able NPC's
-Updated
the drop charts for the Vulpine Cultist to include the items that are
equipped on them
-The
other foes will get similar treatment as soon as possible
-Updated
the spear meshes to properly work with the current animation sets
-Updated
the Kuutar Rockdancer's leap attack to properly display the particle
effect and transport the Rockdancer to the player's location
-Nerfed
the damage the Vulpine Cultist's fennoc fire does per second
-Added
the "Warpaint" item class. Their main function is add
survivability in the form of health or mana regen
-Added
a description widget and simple descriptions to each of the current
items
-Added
the functionality to travel to different maps.
-Currently
the only map to be traveled to from the main over world is a small
cave directly behind the player's house.
-Updated
the female Vulpine mesh, hopefully for the last time
-Iteration
to the male and other races should follow soon
-The
lake and rivers south of the player start point can no longer be
walked upon
-Added
lily pads
-Updated
attack speed animations for dagger and spears
-Added
the throwing ax weapon class
-Lengthened
the wait time for kneeling at shrines
-Fixed
the barrier at the end of the tutorial as to no longer be traversable
-Lengthened
the duration of the dialogue widgets all around
-Tutorial
dialogue finally stops the player's movement as it should
-Fixed
the chasm on the left side of the tutorial map that caused players to
get stuck
-Added
a simple explanation of the goal of the tutorial in a simple widget
from the Elder at the top of the hill
-Fixed
equipped item saving issues
-Pruned
some out-of-date code
-Updated
Vulpine Ritualist drop charts
-Changed
several materials within the game to reflect how the material would
actually deal with light in reality
-Updated
the clothing class of equipment to include an inherent move speed
bonus or penalty
Enemies
Added:
-Added
a new enemy class, the Crystalline Golem
-Added
the Stumpy Steve enemy (name obviously pending change)
-spawns
minions, who, if alive once it dies, turn into consumables!
-currently
needs a bit of testing
Items
Added:
-Dragon
Bone Armor, dropped by the Vulpine Shamans
-Ritualist
Red warpaint, dropped by the Vulpine Ritualists
-Deep
Purple warpaint, to be dropped by Vulpine Shamans
-Blossoming
Pink warpaint (currently unavailable, will be purchasable from
Vulpine shops, however)
-Dagger
of Crystallized Flame, dropped by the Crystalline Golem
-Added
potions in the form of mushrooms, they currently heal about 15 health
per use
Screenshots:
I figured I could also post a few more screen shots each week, or whenever the mood strikes me.
The current design for the Kuutar village in the base age, along with a few new items.
A few screenshots from near the Vulpine village.
I figured since people would actually be seeing them now, I should do something that I had been putting off for a while. I re-did the eyes! They only come in blue for now, but the color will, of course, be choose-able at character creation.
These last two are a bit different. This is the current texture that is being used in our healing particle effects...
And this is texture that will be representing poisons!
Both need a bit of updating, but the effects in game are infinitely more satisfying than the simple puffs that were there before.
This week:
My plans for this week include, but are not limited to:
-Finally implementing the deck widgets into the game. As you have seen, the widgets for the hand are there, as is the choosing logic for the cards and dealing with the various effects that they can cause.
-Adding eye-color functionality, not difficult, just tedious.
-Adding, at least one more creature type.
-Updating drop charts and adding more equipment to be dropped.
-Possibly re-implementing the shops that I had working in a previous version, but have since grown obsolete.
And that's all for the weekly.
-Lucas Cady
Project Director
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