Coffee Diary 5/9/22

Zetheros

Developer
Hey Exanimates,

This week we've made some great progress on the barrier based aspects of force thaumaturgy. This will include quite a few defensive and crowd control powers, making up a good chunk of the tree. We previously figured out how we would make some nice force effects in any shape, in a way that could support various things we needed it to do. We've now improved on that a lot and focused on the barrier power, which is a large flat "wall" of force, and the most technically challenging for various reasons. The fact that it's flat means giving it a shape that looks 3D from different angles is particularly difficult, but we finally got some good results. We've also got nice effects for collisions, spawning and dissipating, lighting and sound design and it's all looking good.

We've got the building blocks for just about everything force now and we've tackled the difficult uncertain bits, but before we start building and completing all the individual powers we're going to switch gears for a bit and focus on the game mechanics side of things. There's quite a few changes to thaumaturgy in general with multiple domains, potency levels and required UI changes, new mechanics for casting, AI reacting to the new powers and so on. Once things are properly integrated into the game we'll go through the force tree and finalise the powers one by one.

Have a great week!
-the BM team
 
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