Wednesday, August 6, 2014

Summer Sitrep

I've been very quiet lately so I wanted to let everybody in on what's going on. The side project I took on in the spring is running quite a bit longer than I had expected, so I'm still working on that for the time being, and I will be returning to Townseed development as soon as it is finished. I am very much looking forward to getting back into it.

In regards to the development of Townseed itself, I've made the decision to do another revision. As some of you may be aware, Townseed has been developed thus far in XNA. XNA has, however, moved into the realm of an unsupported platform. That is, microsoft will no longer be updating it, there will be no new versions, and no active support. My plan was initially to keep pushing ahead with XNA development regardless, but the side project I'm doing now has given me very thorough training in Unity development, which is active, updated, robust, and generally a nicer platform to work with, and I've decided to port Townseed's development to Unity.

This promises to make both multiplayer and multiplatform support HEAPS easier to deal with, which is exciting for me, and generally, Unity development is friendlier, more visual and less abstract. I will also be focusing on the multiplayer aspect at a very low level of development, so we're going to start having multiplayer test builds once that gets rolling.

So, I'm sorry for keeping you all waiting so long and sorry for keeping you in the dark. That's where things sit at the moment!

-G

Tuesday, October 1, 2013

October 1st News

Just a quick note to let you all know what's going on. Took a side contract to cover some unexpected vehicle expenses, so I'm presently working on that in addition to my part time job. It's short-term, five weeks or so, and I may still get stretches of free time depending on how the chips fall. That's all, hang in there!

-G

Thursday, September 12, 2013

September 12th Update

So despite a harrowing few weeks, I've managed to finish the design work on our lovely Bride of War. Isn't she just a -jewel-.   Now to get her slimy blue self into the game somehow.



Thursday, August 29, 2013

August 30th Update

Still working on the Bride of War! Got her rough animations done, and beginning cleanup work now. It's not much but here's what she looks like so far at her actual in-game size.


Friday, August 23, 2013

August 23rd Update

No build update, as I am doing design and animation work this week. The subject is the "Bride of War", Townseed's first actual dangerous monster.

The Bride of War needs to stay moist, so it stays underwater when the sun is up, and it tends to stick to coastal regions. Through a combination of its sinewy tail and its buoyant air-sac, the Bride of War is able to maneuver on land, albeit slowly and carefully. Its gossamer train gives off a soft, sparkling light. Underwater, this attracts creatures looking for schools of fish, but on land the glittering light attracts curious humans and valkain alike.

The dangerous part of the Bride of War is its 'bouquet' - actually a mass of tightly-coiled poisonous barbed tentacles. When it senses movement nearby, it lashes out, inflicting painful lacerations. While not directly lethal, their poison is quite adequate to stun small fish, and to cause larger creatures a good amount of pain.

Luckily for hapless survivors, the Bride of War is quite fragile. Any wound to the air sac will cause the Bride-of-War to be immobilized, and once it is on the ground, it is helpless. Parts of its body may prove useful to discerning craftsmen.

Thursday, August 15, 2013

August 15th Update

New Build available!

Fight mode has been added, and the training dummy is now available. Now you can build a wooden man and beat the crap out of him!

Use the 'E' or the right trigger to enter fight mode and club the crap out of your poor wooden friend. Use Q to go back into work mode!


Thursday, August 8, 2013

August 08 Update

Greetings survivors! No build update, but I am working on fleshing out the combat portion of the engine at the moment, and wanted to show you how it's going so far.

I've added the training dummy, a constructable "combatant", who will be a nice easy target for the clubbing, as well as improvised weaponry. For humans this weapon is a simple club, and for Valkain it's a fire lash. Screenshots attached!


When the fight engine is finally finished, I'll definitely be updating the build!  

See you next update.