Video Update of the Week #1

Next_dynamic_day_night_cycle

You know what? Internet is for porn.
I’ve been in between a bit of bashing while talking about this project, because is something hard to achieve. People don’t realize that to achieve goals you need only few things: mental order, skills, a clear strategy and focus on the goal. Then is up to us to follow the road, organize the steps, reach the minigoals between the actual stage and the end.
Most of devs are without wills and wont take risks, and think that a big work just ends with a big fail: which is something that eventually happens.
You know what? You have to try it, everytime. If you like an idea, you have to seek that way to make it real, always, let that idea be your main objective in life. You fail? Well, you failed. But you tried, and now you have enough experience to try again, harder, until you’ll succeed, because YOU WILL SUCCEED.

Anyway…
I want to make clear that by no way i am sure i will be able to gather enough interest in the project to have a solid team to work with, since i am not a messiah or a gaming prophet, but i will do anything in my possibilities to achieve what is possibile to achieve.

Before the description, let’s have few mins of a video i recorded today: this is the actual stage of the mechanics, is the first week of effort put into the concept.

Video first, chat later:

Video details

* part of the assets are not original and no one of the assets are to be considered definitive, as are all placeholders. The visuals part will happen later *

Mechanics added:
– Point & click control system
– Camera Top-Down
– Movement on irregular terrain without phisics ( for less calcs )
– multi level exploration
– Simple Enemies AI for:

  • Tag testing
  • Hit testing
  • HP testing
  • Enemies controller testing
  • spell testing
  • death effect testing

– Real Time night/day cycle /w dynamic shadows
– Particles effects for performance testing
– Light/Torch system
– Hidden props when in between char and camera

Next updates

I’m working at the moment on the loot system with DB loot tables, for dynamic randomize in selected arrays linked to enemies IDs. I will be probably introducing it in the next days.
Another feature i am working on right now is the construction system.

Next will be a sandbox, where freedom will be the first word, and one of the core mechanics in game will be the housing and “citying”, since the main goal of the world will be having new cities and societies player driven, so player constructed.
In this exact moment, the system lets the player drop a building on the terrain in real time, and player can rotate it for his eye-pleasure. What i am working on is finding verts of the terrain below the building, to make all of them the same heigh and let the building stand in a flat area. The easy solution would be create “some flat zones” where players can build, but that’s not the core goal i have in mind.

I have more ready to show, but hey, can’t spoil everything asap 😉

In the next post i’ll speak a bit about the main lore concept, as it’s something being worked since 10 months.

If you like it, as always, follow and spread the word!

Cheers!

A.

Leave a Reply