25.2.13

Loot Burn Kill Repeat #2502

Hello! I've added some new monsters since last week, and also updated the mutant character and given it a completly new look. Also instead of beeing a fast enemy it is now a more slow-moving monster that deals massive damage.

Apart from that I've nearly finished a Procedural Item Generation (PIG) thingie. All items (apart from materials and cash) are randomly put together by the game at runtime and will adjust the stats of the item depending on what "factory" created it, player level, loot/monster lvl, general progress. Rarity-roll has been moved into the PIG class. I've also added a list of Item Conditions. The PIG will generate a condition and depending on result add bonus-stats and buffs if it's in good condition or subtract from base-stats and remove possible modifiers/buffs if it's in a craptastic condition.



Old Character model of the Mutant

New Character model of the Mutant



20.2.13

Loot Burn Kill Repeat #2002

Hey! I've made some new UI for looting and when marking zone portals etc. with the mouse that describes the item the mouse is hovering above. This way the player get an easier overlook of what kind of item he's about to pick up aswell as to where the passage he wanna take lead.

I've compiled a new build aswell which I'll distribute to you testers asap! :)




14.2.13

Progress #1402

I've been fiddleing with a few ideas lately. Among others I've started working on a crafting-system with which the player will be able to create components and then assemble them into items or use them to modify already existing items.
For that to work I've of course created a set of materials which are dropped by random from monsters and other loot. Also, some materials will be able to gather from the environment.

Also made a 180 * turn with the input. The player can move the character with W-A-S-D keys now and rotates the character by moving the mouse, pretty much like in most action games. The main reason for this is that I wanna let the player play the game with a controller / game pad without too much impact on the overall feel. Also this forced me to make some changes to the combat system that ended up better.

Damage is now cast by sphere-casting in front of the player, this allows the player to damage multiple enemies at once if they're in range and inside the players swing-zone (melee-weapons only). Ranged weapons still works as before, point and shoot in the desired direction.

Also I added a map, so the player can get a better overview of the zone the character's currently in ( it will only show the areas that've been explored by the player though. Objectives, dungeons, shops and other markers have also been added to the map!

The amount of gathered materials are displayed at the bottom of the inventory window
Neater blood trails have been added for when characters lose limbs 
 Items can now be added to old stacks manually, if it is of the same type 
 The player can now sidestep in combat, making it easier to avoid melee attackers
 
Craft & Assemble system, first craft necessary components and then assemble
them into new items or use the components to upgrade existing gear