Author: Loek van Kooten

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Bright eyes!

We felt that the woods were a bit empty, so we added wildlife. This again led to lots of needed refinements in our spawning system, NPC behaviour, animations and landscape detection (we don't want bunnies fall through the landscape or jump through trees). As all variables are randomized and the...

Loot and item stacks

Not all items are quest items. Sometimes you just need to gather ingredients for alchemy or money. Therefore, now all enemies drop items. From this, it's an easy step to drop chances and drop loot tables. Gathering all these items also means that your inventory will be full soon, which...

Spawning systems and scorpions

Not all enemies need to be placed consciously: we also need enemies that are not directly related to the story, for pharming, getting experience or simply immersion purposes. As the first level of our game features lots of beaches, we chose the scorpion as our first spawnable enemy. Spawnable enemies...

New main theme

Eppo has made a new version of the trailer music, which now sounds more epic than ever before. With 3,5 minutes of bombastic orchestral sounds and ethnic war cries booming from your speakers, this track is begging to be played loud. Listen! You will not regret it. https://youtu.be/IhkZCSKIMK4 You can...

Equippable items

Programmers know how hard it is to accomplish this: finding an item, picking it up and moving it to an inventory, equipping it, removing it from your inventory, resorting the inventory, showing the result on your avatar, unequipping the item, and show that on your avatar and in your inventory...

New demo and main theme

Eppo worked on the main theme a bit and expanded on the (pretty crude) draft. The music you hear in this trailer comes much closer to what we envision, but knowing Eppo, he will still tweak some buttons before the final version is done (is a version ever final anyway)?...