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The making of... Bitter Legacy |
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Bitter Legacy is a game I’m making just for fun. It’s a multiplayer rpg written in C# using the XNA libraries for Windows. The main differences between this game and existing mmorpg’s is the first person perspective and the focus on stealth. Feedback |
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| last update: 11-16-2008 |
I'm working on the AI, which basically means I'm making the enemies move around. They look like pink classic
horror flick aliens and attack you on sight. Don't know if this will be
permanent, maybe I'll make them green... Next thing I want to do is add sound effects. I will use some samples from a game I worked on about a year ago but never finished. |
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| 11-08-2008 |
Changes in scope, changes in design... Basic animation is in, next thing will be AI.![]() ![]() ![]() |
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| 10-19-2008 |
Not much going on. Terrain is getting bigger and there's a skysphere now. I'm wrestling with terrain texturing but I'm going to start working on other things. Four major features are in the planning stage at moment:
- Animation - Combat - AI - Inventory and item management ![]() |
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| 10-05-2008 |
I'm in "crunch-time" with the project at work and my oldest son is in the middle of extensive potty training, so I don't have much time for Bitter Legacy right now. There are two new things to show however: the beginnings of endless terrain ![]() and campfires ![]() |
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| 09-07-2008 |
Beware the floating eye!... The promised eyecandy isn't there yet, basically because I couldn't hold myself and started implementing the multiplayer aspect of the game. Registered players can now float around as large eyeballs, meeting each other and playing hide and seek ;o) |
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| 08-23-2008 |
I now have a small database filled with dungeonpieces and static objects.
Levelbuilding becomes easier. Once I have connected my terrain with the
dungeon-complex below I'll start working on better graphics. Bumpmapping, fog,
campfires, a skysphere and generic trees should be next. |
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| 08-21-2008 |
Screenshots of a barren land and empty dungeons![]() ![]() ![]() |
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| 08-13-2008 |
Collision detection still needs some testing but is basically finished. Then I'm
going to start with the server and database architecture. As I have no plans to
make a dungeon editor at this point I want to put dungeon rooms and static
models in the database while running the client to see if they are placed
correctly. When the game goes online it will only contain very small dungeons
with some passages blocked. This leaves room to expand them depending on the
amount of players. It also keeps exploration interesting.
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