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Blood Omnicide blog
Heartbeat
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21-09-2010
Project progressing, more and more things get done:
- point and area ambientsounds introduced
- 90% of monster ghost form code
- added system for player RPG-stats (immunitites, strength, mana regen etc.)
- advancements and bugfixes on AI, finished ranged attack monster AI
- attempt to raise resolution for some item textures (heart of darkness, flay)
- improved "life simulation" for civillians - they now go to houses on night/rain, added whole system for apearance scripting which is used on all monsters, like ghouls utilize it for their burried/raised states.
- speeches for civillians in Disguise/Beguile mode
- attacking someone will break Disguise/Begile and Control Mind guise too (once posessed entity attack someone it become hostile for others).
- added "viewports" thingie, to replace original's static pics shown in certain places (nosgoth blood script pic, graves of developers, looking at pillars), viewports is fully dynamic and will should full environment effects. Also first-person mode is transformed to viewport and will act as overlay, allowing to show how world looks from kain's eyes, however, the mouse aiming will be possible now.
- more and more refactorings to Blood Pill utility (better stability and speed)
- added basic scripting routines to gamecode.
- puzzles now have random pattern, like each time you start a game, sequence to solve 3-buttons puzzle in crypt 2 will be different.
- optimized engine, Direct3D get progressing
Work-In-Progress screenshots:
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