Finished a procedural item generation system for the game that handles all loot and item generation through the game. It left me with an endless ocean of bugs and errors though so I spent most of the last weeks development-time to fixing those errors aswell as adapting and fine-tuning all code in use of PIG to fit it.
Also added stats, skills and vitals to AI characters, similiar to the players stats system. The AI stats is calculated against the player stats during combat to determine damage reduction (armor), dodge, hit and crit chances, etc. etc.
Working on some new buildings and props for the Lochwood levels but when those are finished I'll most likely be done with the first chapter of the game. Still playing with different ideas to change the gameplay and getting some more fun out of it. While I haven't decided on how I want it just quite yet I played around with a side project though.
Been blessed by Prince of Persia and Super Meat Boy lately so felt like trying to make a platform game framework with some acrobatic-ish stuff, just to see if I could pull it off. :D I don't think anything like that will be seen in Loot Burn Kill Repeat though!
While Working on this I also created a test character with an IK-rig (which I've never used before when animating my characters. I created one when I first started on the game if I can recall, but since Unity didn't want to cooperate at that time with my IK-rigged character I kinda gave up on it.
Seems to work fine now though so I'll probably create new rigs and reanimate most of the LBKR characters since IK-rigs gives better control and reduce the time spent animating greatly. :)
Oh right, I also created new graphics for the HUD in LBKR.
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