WIP – Tech – Tools: Matt and Rob spent a good deal of time fixing up some long-outstanding issues with our editor tools. Additionally Scott worked on movement and attack animations for one-handed and unarmed attacks. These movement sets are different than our basic player character movements to further differentiate the NPCs. The current goal is to alleviate the problem where groups of NPCs clump together, and get them moving along paths a bit smarter.Īrt – NPC Animations: Scott and Sandra both completed a lot of additional animation block-out for possible use on various NPCs. Wip – Tech – Pathfinding: Lee and Mike continued working on our pathfinding solution now that we can generate nav meshes and paths. This helps add more variation to the same music track, making it less repetitive on those long nights of gaming. We will be using this to help track down targeting issues and make sure that abilities with arcs hit the proper targets.Īrt – Music – Low Intensity Track: dB got the key changes for his music in. These tools will allow us to visualize, in the game, the space an ability affects. WIP – Tech – Tools: Rob worked on Spatial state visualization tools. Now the hard part is figuring out which ones we might like to see in CU down the road! This week, we completed over eight pages of concept art primarily focused on what we’re calling magic-using Draugar. We created tests that try to detect some of those, and Christina fancied them up to be more aggressive in finding problems.Īrt – Concept NPCs: I can confidently say we have quick concept artists. Some of our ability data (and related stuff like item scripts) had small problems like Null descriptions or names, and a few even had wrong IDs (which would have had gameplay implications downstream). ![]() Tech – Abilities: Anthony cleaned up null references and bad data in our defs, so all of our CSVTests pass again. dB will be able to add music to these hooks in the near future. WIP – Tech – Audio: Spidey created new audio hooks for the start of a scenario and for the victory and defeat screens at the end of the scenario. Obviously this cuts down on the time to create new art assets, while making it easier to not only tweak the textures later, but also create variations faster. The ongoing goal of this work is to provide a consistent material library for artists to use, that ideally requires less hand painting than we’ve previously had to do. WIP – Art – Procedural Materials: This week, we focused on some procedural materials for props, such as boxes and barrels. George focused on this work in order to assist the other engineers’ ongoing work. Wip – Tech – Even More Linux: One of the major components of getting our system to run and compile on Linux is our unique parallel structure. He replaced Windows code with “portable” code, that can perform the same task on different operating systems. WIP – Tech – More Linuxification: This week, Wylie continued work on Linuxification. This was a necessary step in our ongoing Linuxification of the servers, and will help us save money on server costs. WIP – Tech – Linuxification: This week, Colin finished converting the NPC server to. The post continues with their top ten highlights, including aforementioned Linuxification: However, keep an eye on our tentative testing schedule for more info on testing next week.” ![]() In terms of testing this weekend, we are not planning on a weekend test. Neither of us could quite remember, and both of us mentioned how quickly the weeks fly by, a consequence of how busy we are and the pace we’ve been setting! Certainly a good thing! Right before jumping into this update, Mark and I were trying to remember who streamed last week. “In last week’s update, I opened with a comment on how busy we are, and consequently, how that can make a day seem to fly by. The Camelot Unchained team released an extensive post discussing the Linuxification of their game.
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