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Blog post #3Zakharn 2017-04-24 14:43:29
For the past two weeks our progress has been slowed a little bit by Easter Holidays, some of us took several days of leave. However, we still managed to do a lot in that time.
Our design team continued work on big tasks we’ve been working on for the past weeks. Ansambel is working on world generation and professions, while Omadan is designing and writing randomly generated quests. I have been doing some design on professions’ GUI. Piotrek has been working mostly on fixing animation bugs that occured when we converted them from Spriter to Blender. He also drew several armor sprites and did some changes to the plants.
We’ve been also working on recruiting a Level Designer. This recruitment process has been definitely the hardest one we’ve ever had. Usually we clearly knew which candidate was the best. This time it’s not so clear as we have many good candidates. However, we are almost done and we will end this process this week.
Speaking about recruitment, we’ve been lately figuring out legal stuff related to working with someone outside of European Union. By someone I mean the composer we believe to be the right fit for our project. It turns out that laws in Poland are pretty complicated in our specific case, some of them are even contradicting each other. We are hoping to sort this out as soon as possible so the composer will be able to start scoring his awesome music.
That’s all for today, have a nice week!0 comments
Blog post #2Zakharn 2017-04-11 04:50:46
This week’s update is focused on the programming side of the development. We are about halfway done with versions 0.3 (Core Gameplay) and 0.4 (Polished Gameplay) - which together should give us a playable version with the most core features of our game. We are aiming to wrap those versions up by the end of this month.
Manwe has been mostly working on basics of many systems which we will expand later on. This includes combat, AI, implementation of creatures and world map system. He also checked out some smaller features like thumbnails (dropped items), building and destroying rules and physics bug proofing. He only has two small tasks left in versions 0.3 and 0.4 but we will most likely postpone them so we can start the final touches on our quest and dialogue systems (version 0.5) - mostly related to random generation of quests.
Luke has crossed out some tasks related to rendering - optimization of lighting and world rendering and selected item and NPC highlight and outline. He also implemented and tweaked basic animations like running, jumping, building and mining. The next big thing he will be working on is an ability to display clothing and armor on characters. After that he will only have two more tasks to complete in 0.3 and 0.4: z-indexes and background changes. Z-indexes are responsible for what’s first drawn on the screen. We need to have a system that will sort all the sprites so that they will be displayed in a correct order.
Kurigalzu is working on the second part of the location generator. The first part is focused on terrain generation, mostly mountains and blocks distribution, including ores. The second part consists mainly of cave systems and distribution of flora and fauna. There will be a third part later on focused on random buildings and dungeon generation. The cave generation is almost finished, this week he will move to distribution of plants, creatures and NPCs. Once he finishes this feature, he will start working on combat system in version 0.5.
Vermox is working on professions. The are four main tasks related to them: plants and trees, professions system, implementation of different item types and GUI for professions. Plants and trees are pretty much done, the player can plant them, they will grow and after they’ve grown, the player can harvest them. Professions system is also mostly complete, the player can get experience and level them up, bonuses, formulas and curves are already implemented and fully working. All that is left to do in this task is to implement crafting system. The third task to is implement and integrate with Modder all new item types that are required for professions, like crafting stations, seeds, tools etc. The final part is creating GUI for professions, which will consist of two windows, one for the list of professions with their current levels and experience bars, and the other one for crafting professions.
That’s it this week, see you in the next Update Monday!0 comments
Blog post #1Zakharn 2017-03-27 15:52:40
We are wrapping up recruitment process for a Level Designer, we will most likely finish it by the end of next week. We’ve also found the composer for our game and we are pretty much set up. We will let you know who he is when we finish all the paperwork and when he’s officially part of our team :)
Our programmers are working on versions 0.3 and 0.4, we’ve already crossed some smaller tasks out and started work on bigger features like professions system and location generator.
Design team continues work on things we’ve talked about in previous updates, Omadan is focused on randomly generated quests and Ansambel is working on the world generator and professions.
Piotrek, our pixel artist, recently finished sprites for plants which will be used for alchemy, his next big task are animations, both for characters and creatures.
This week’s update is a little shorter than usual, a bigger update is coming next week!0 comments