In no particular order:
I've added long-needed functionality to my animation editor, that lets me import creature animations that face left, and mirror them in the editor so that there's a copy that faces right as well. It's been very low on my to-do list for a very very long time, but my recent additions of models that only have a left/right facing (and only come in one of those from the artists) has made it an utter necessity. I did do some manual image-editing-software left/right copies to test out how the models looked and performed in-game, and they're worth it.
I've also been working on importing a lot of new assets into the engine, as well as just spending some money on purchasing a bunch more from a particular artist. His stuff sadly is only two directional (left and right) but they look good, there's a lot of variety and the app loads them up basically instantly which is great.
I've also been working on adding a bunch of items into the game. Which reminds, me, I actually made some big changes to the editor setup where I create loot tables, making a very basic and placeholder interface much much better. The image shown is my editor interface for one particular drop type, in this case the sort of gear that many goblins will drop. I've got tools to filter any possible items at the bottom, can click on them to show me the stats, to make sure it's the right item, and can click on them to add them to the possible list of items - as well as setting up changes of drops, how many come out, whether events are required for the item, or block the item coming out at all. In other words, it's all finally clean, neat and easy to use. Just in time for me get cracking on the world!
Edit: Oh, I also realized, I'd missed an item functionality, that I can't believe I missed. There's nothing in there currently that lets certain items have a chance of a particular effect coming out. So, say a heavy hammer item might have a two percent chance of adding a debuff on a successful hit, and so on. That will need to be fixed somehow, and I've got a few ideas on how I might make that even better, so it's not purely just the weapons, but that's another day problem to solve.
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