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Week 18/19 - Alpha #3 - Pathfind
June 2, 2011

I have too many things inside my head at the moment and in the last two weeks the game development became less organized and more "hacky". I also missed last week update, my bad...

I did some experiments with different control schemes like touchscreen and xbox controller. It's really hard to keep everything coherent: every type of control have its advantages and limitations that influence the gameplay too (I need to think a way to replace the "mouse over" action).

However, here's the changes:

  • Default attack action with LMB click on enemy
  • Pathfind used to reach NPC (in combat mode) and Containers when there's not a clear line-of-sight
  • NPC uses pathfind to find again its patrol path (after a combat)
  • First melee attack animation (sword attack)
  • Combat idle animation
  • Placeholder walk animation
  • Fake bumpmap shader (little detail even without dynamic lights)
  • Experiments with "bird view" camera style (removing ceiling and disabling camera collision)
  • Experiments with 3D HP bar
  • Desaturated and blueish color tint in postprocess shader
  • Bug fix: weird neck bone rotation during pause
  • Bug fix: NPC can see through walls

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