I'm finally done updating the damage models of all monsters in LBKR, while working with the gore system I noticed a quite monstruous memory leak with blood stain generation, it's sorted out now aswell. :)
Alot more updates have been done the last two weeks, will post again soon about that!
21.11.15
8.11.15
#0811 - Further updates
I'm still updating all damage models for the gore system, but also added some more gib and limb models. Now blood will splatter for those aswell, in addition to that the blood stains are now created in size relative to the type of damage rendered on the ragdoll or received by the monster.
An in-game video of the gore system in action can be seen below.
Apart from that, a whole bunch of bugs have been fixed and a new beta version has been released as of today, and I've added the UI for the players collected notes and a beastiary.
An in-game video of the gore system in action can be seen below.
Apart from that, a whole bunch of bugs have been fixed and a new beta version has been released as of today, and I've added the UI for the players collected notes and a beastiary.
1.11.15
#0111: Decap. Recap
Fiddled a little with the dismemberment tools I developed for LBKR today, first of all I updated and improved the damage model for most monsters, it now also includes the characters skeleton and guts etc.
A while back I rewrote the tool, and uploaded a few screenshots of the result here on the blog. Since then I've updated it once again, mainly to make it more user-friendly and the system's now a bit more optimized at runtime.
In the editor I no longer have to draw a new mask every time I create a new damage zone, export the damage map texture, import it into Blender, modify, export, bladibladibla endless-time-consuming-crap.
In the latest version of the tool I create a copy of the character mesh in Blender and cut it up, then export it into the editor, this mesh will be used as a mask for the tool. So all I need to do is to assign desired mask for the current damage zone, decide what to show instead of the blown-off chunk of the character, and save.
So in short, I've reduced the amount of time and work required for each damage zone greatly.
To be honest I don't remember if I fixed it in the previous version of the decapitation system, but never the less, when a character gets decapitated now it will no longer require any more draw calls then before decapitation. Earlier the damage model would be instantiated as a separate mesh but use the same armature as the character model, now the damage model is combined with the characters mesh, also the texture for the damage model has been added to each character texture so they can use the same material.
A while back I rewrote the tool, and uploaded a few screenshots of the result here on the blog. Since then I've updated it once again, mainly to make it more user-friendly and the system's now a bit more optimized at runtime.
In the editor I no longer have to draw a new mask every time I create a new damage zone, export the damage map texture, import it into Blender, modify, export, bladibladibla endless-time-consuming-crap.
In the latest version of the tool I create a copy of the character mesh in Blender and cut it up, then export it into the editor, this mesh will be used as a mask for the tool. So all I need to do is to assign desired mask for the current damage zone, decide what to show instead of the blown-off chunk of the character, and save.
So in short, I've reduced the amount of time and work required for each damage zone greatly.
To be honest I don't remember if I fixed it in the previous version of the decapitation system, but never the less, when a character gets decapitated now it will no longer require any more draw calls then before decapitation. Earlier the damage model would be instantiated as a separate mesh but use the same armature as the character model, now the damage model is combined with the characters mesh, also the texture for the damage model has been added to each character texture so they can use the same material.
30.10.15
#3010
I've fixed alot of issues with the beta build that was released last week, also improved alot of the AI logic and visual effects.
Also I've finished a couple of map tiles for the upcoming map "Armory". :)
Also I've finished a couple of map tiles for the upcoming map "Armory". :)
19.10.15
#1910
So, I finally released a beta of Loot Burn Kill Repeat yesterday. Been kinda stressed lately, not because there's any deadline or anything, but I just wanted to get a playable build out there. :) Certainly lots of stuff to fix, and I'm looking forward to hear opinions and ideas from the players!
Meanwhile here are some screenshots I've meant to upload for awhile...
Meanwhile here are some screenshots I've meant to upload for awhile...
2.8.15
#0208 Lots of stuff
As usual it's been really long since my last update on this blog, alot has happened on LBKR though!








Alot of player talents ( special attacks ) have been added for each class ( Soldier, Tech and Cryptic ) along with a few new AI attacks and passive bonuses.
I've begun adding the main bosses of the game, aswell as some new bonuses for mini-bosses.
Apart from quests I've added a new Bounty feature, it's similar to the Quest feature except it's randomly generated and instead of xp it rewards with reputation ranking and "Marks". The marks can later be used to purchase powerful and unique gear. The tasks given to the player by the bounty system are alot more simple then a normal quest, as an example it could be to kill X monsters of monster type Y with a weapon type Z or secure a specific location on a level.
A new system for travel was added, the player can teleport back to the safe zone at any time and from there fast-travel to any level that has been discovered by him/her. The travel system also display what quests and bounties are active in the currently selected level.
Shops have been greatly improved, fixed alot of bugs for starters, and updated the UI to make it easier to navigate.
The Player Profile UI Window has been updated, I felt it was to clutter-ish and annoying to read earlier so made a complete makeover. Apart from the players skills and attribute points, general gameplay statistics are tracked and can be seen in the new profile window.
I do believe I've forgotten more then half of all updates but those are the most important ones I can recall for now.








Alot of player talents ( special attacks ) have been added for each class ( Soldier, Tech and Cryptic ) along with a few new AI attacks and passive bonuses.
I've begun adding the main bosses of the game, aswell as some new bonuses for mini-bosses.
Apart from quests I've added a new Bounty feature, it's similar to the Quest feature except it's randomly generated and instead of xp it rewards with reputation ranking and "Marks". The marks can later be used to purchase powerful and unique gear. The tasks given to the player by the bounty system are alot more simple then a normal quest, as an example it could be to kill X monsters of monster type Y with a weapon type Z or secure a specific location on a level.
A new system for travel was added, the player can teleport back to the safe zone at any time and from there fast-travel to any level that has been discovered by him/her. The travel system also display what quests and bounties are active in the currently selected level.
Shops have been greatly improved, fixed alot of bugs for starters, and updated the UI to make it easier to navigate.
The Player Profile UI Window has been updated, I felt it was to clutter-ish and annoying to read earlier so made a complete makeover. Apart from the players skills and attribute points, general gameplay statistics are tracked and can be seen in the new profile window.
I do believe I've forgotten more then half of all updates but those are the most important ones I can recall for now.
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