Tuesday, 23 April 2013

Update 23/04/13

The dungeon entrance model was completed. The first room of the first level of the dungeon is now a large bridge. It has what will be the first safe-point, a location where you can sleep, save the game, eat and change armour, although the mechanics for that hasn't been implemented yet. Probably all safe-points will be at static locations like this, rather than being dumped in randomly generated rooms.

A few other little things were also either finished or started. Roadmap updates;



BUGS
* fix weapon swings
* fix rolling so it properly accounts for movement direction during attacks
* fix doors so they properly lock (also when stopping normally or only when at rest pos?)
* fix navmesh behaviour so it properly updates upon interactable changes (problem only occurs when map is first created?)
* fix interactable effects when changing state (inventory and debug state both crash if an effect was active in play state)

MECHANICAL
* create a formal system for AI handling paths during navmesh updates
* move searchForEnemy AI to separate task (currently in meleeAttack task)
* add reaction/warning task upon discovering enemy (plus animation for reactions)
* create character creation screen (something basic so you can at least select equipment)
* create info screen for items in inventory (detailed image + flavour text when you right click items)
* create stat system for armour/weapons

MODELS AND TEXTURES
* redo textures with compression and reduced sizes
* redo doorway arch model
* create dungeon entrance model
* create proper clutter models
* create proper chasm tiles
* redo all skulls to use texture instead of model
* create pouch
* create lantern
* create torch
* create plate body armour
* create plate head armour
* create plate leg armour
* create chainmail body armour (redo with a longer tabard)
* create chainmail head armour
* create chainmail leg armour
* create leather body armour
* create leather head armour
* create leather leg armour
* create boots
* create shield
* create sword
* create bastard sword
* create axe
* create spear
* create mace
* create dagger
* create claymore
* create great axe
* create heavy mace

ANIMATIONS
* fix human sprinting/running animations so held objects aren’t obscuring view in first person
* create human 1H animations
* create human spear animations
* create human dagger animations
* create shield-bashing animations
* create human 2H animations
* create parry animation for when wielding 2 parryable items together
* redo skeleton attack animations so they have greater reach (leap forward slightly?), also give secondary attacks
* create cumbersome rolling animation for when wearing medium armour
 


Entrance + bridge

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