![]() ![]() ![]() ![]() This alone can generate sometimes billions of combinations for a single weapon, but that's just the start, there are also variable deformations. This is a large collection of different hafts, langets, bolts, axe heads, rear spikes, top spikes, guards and queues which can be randomly combined to make a unique poleaxe with unique qualities and features. This has big gameplay implications, and can also be leveraged in many ways to create a much more realistic and immersive game world.Įvery weapon that was previously a fixed item like "the poleaxe" is now being replaced with a "factory" that can generate a certain type of poleaxe. Procedural methods and detailed properties to guide them allow us to do that. We have been finding ways to make items as unique and mechanically interesting as possible while remaining grounded in reality. So what can we do to keep us interested in finding new items, to make them feel special and us invested in them? But the usual approach of ever increasing tiers with unlikely bonuses has no place here. There's really a lot to cover here even if we just focus on the big stuff, so please bear with us.Įxanima for all its physics and realistic approach to armour and weapons is still an RPG, itemisation is important, and loot is the carrot in a game with a lot of stick. The game has undergone extensive changes and received many updates on the beta branch over the past year or so, but it's finally time to bring it all into the main branch again. ![]() Procedural weapons, massive update to arena mode, new graphics, new user interface and much more. We're definitely done adding new features for now and we should be able to go live with it all in the next few days. We're still putting a final layer of polish on the new arenas and items, but these are basically ready too, and we began writing the release notes which is a little tricky with how much we need to cover. A wide selection of backgrounds and designs with colouring provide a lot of choice and variation. The new company creation screen for arena. We've done a few more fixes too, updated save formats (remember current arena saves will be wiped) and functionally everything is ready to go. There's a few changes here to the UIs to accomodate these new features and more. We've also added company records which track wins, losses, deaths and various other things. These emblems don't have much purpose just yet, but we plan to use them in various ways, including procedural shield designs, banners and tabards. This week we added yet a few more features to arena, notably a new company creation screen which allows you to name your company and design an emblem. ![]()
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