We’ve been busy, in fact we’ve been very busy and now the game is looking more awesome than ever. The latest development see the start of the inventory system along with some major changes to the “world engine” aspects of the game. Now we have the function to add fully differentiated world types which are procedural generate. Here is a list of the recent updates.
These past couple of days have been so frustrating creating the inventory system. Firstly, because it is difficult getting everything connected to the rest of the game and secondly, because I couldn’t settle on a style. So I ended up making a couple of versions. I redeveloped the structure behind the inventory items to make it scalable in the future and this included the early structures for crafting requirements.
Well this week has been more of a planning week rather than a doing week but these plans will help the game more in the right direction. Some of the biggest things we got the ball rolling on was the start of the AI system. Other plans have been less glamorous but are things which will impact the places you can visit in the world, so not glamorous but massively important. We’ve also been demo’ing the game to groups of people over the past few weeks too and we’ve had some really cool feedback.
I needed a tool/weapon in the game to start developing some interactions with the world other than just simple terrain editing. So I thought “hey a rocket launcher would be cool” plus it would cover some functionality needed later such as handling object collision and also modifying the terrain.