Author: Loek van Kooten

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New equipment window

Finding items is nice. Actually being able to equip them is even nicer. Here you see the very first outline of our Persona window. It's still static and only has two slots. The next step will be making it dynamic, by enabling the player to drag and drop equippable items...

We can swim!

Ladies and gentlemen, we can swim! These are five different animations combined in a blend tree, linked to programming logic that detects when the player is under water. We have also implemented some optimalizations, as the game was suffering from 15 FPS lag spikes on Ultra settings. These have now...

New NPC behavior

Welcome in Dyllan’s bandit camp. NPC’s shouldn’t just stand and idle in the game. To make things more realistic, they should do stuff: watch the horizon, pick something up, scratch their heads, wander around. But programming this for every single NPC in the game is a huge task, so it’s...

Dialogue system linked to code

Under the hood, many things are happening too. Today we established a link between our Inventory (C+) and Dialogue System (LUA), so that we can display certain dialogues only when you have a certain item with you.

Enemy variation

The beautiful thing about UMA is that it enables us to come up with a basic species for an enemy, and then variate on that slightly, to avoid all enemies from that species looking the same. Bandits for example have a greyish outfit and wield a club, but they have...

New UMA model and music

Development has been absolute hell the past few days. It became clear that we had to rebuild a large part of the game to be able to accommodate to multiple characters, with different faces and clothes, not to mention the fact that many of these characters will switch clothes and...