Dev Blog #5

 

It’s mostly fixes, adding frame work and optimization. Oh, and clouds.

DAY AND NIGHT TRANSITION pt 3

We have now optimized the day and night system to send less messages over the network. We do this by syncing the rotation, skybox colour, light colour, light intensity, ambient light colour and fog every 1 second. As day to night only takes 1 hour, this results in a smooth transition.

We could possibly tone down the network messages even more to provide an increased save.

We have also adjusted the levels of the ambient light at night. It gets dark, very dark. You better craft or find a torch before it hits night.

A NEW ENEMY

In the last update we mentioned that we might be getting rid of zombies in favor of a more sci-fi enemy. Georgina has been hard at work planning the new enemies.

This is the first mock up idea we have for our basic “scout” enemy. This unit will travel along roads, pavements and terrain searching for life. If they think they have spotted “intelligent” life, it will move towards it and proceed to scan the target. If the target is a human (a player), it will immediately send a message back to base.

If players do not escape or kill the machine before it sends the message, well, basically, good luck.  After all, these are sent to look for human life and communicate with assault squads.

More on the new enemies in the future!

CLOUDS

Seeing as the night and day system is -about- where we want it right now. We decided it was about time we changed the clouds to suit the new system.

The new clouds will spawn and delete automatically in the world. They will also move across the map. We didn’t want static clouds though, we have added 4 models of clouds, each with random rotation on them.

The clouds will also change colour, as we don’t want bright white clouds at night.

Here are some videos showcasing the new clouds.

(ignore the counter/timer at the top, this is a debug “world time”)

 

COSTUMES/CLOTHING

We are working on a basic prototype system for costumes and different pieces of clothing items. This will be a big task to complete and will require at least a week. I’ll be covering the entire process on the dev blogs anyway.

BUG FIXES

Players will now correctly play their attacking animations for both two handed weapons and one handed weapons.

That’s it for today’s update. Remember you can follow the development of Nomad on our Twitch channel. We openly listen to suggestions and feedback and we even add your items in!

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