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The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for e
I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now.
I added support for spline-based deformation to point cloud models, and switched wyvern and caterpillar monsters to point clouds. Also a bunch of improvements and optimizations. Change log: Wyvern
Not a big update this time, mainly transparent effects and building editor overhaul. The next one will be destructible castle, since a lot of gameplay stuff depends on that. Transparent effects ov
This took a long time, and it's a rather boring update from your point of view. There are likely weird new bugs too. Huge rewrite of game code in preparation for the multi-player. Switched to FMOD so
This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature.
The worlds are twice larger now, 4 times the area. With optimizations, it looks like they'll be fine for the multiplayer.Change log: Game worlds are now 4 times the area than before. Fog range is the
Not a big update this time, mainly transparent effects and building editor overhaul. The next one will be destructible castle, since a lot of gameplay stuff depends on that. Transparent effects ov
This is a small update before I start overhauling AI which I have mostly planned out already. I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quic
A small patch to fix Windows 10 mouse issues: Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now). Added mouse sensitivity slider in control options.
I had some health issues, so this update took way longer than expected. I'm much better now though. The main thing in this update is the new boss fight mode. Also, I switched to DirectX 9 ex, which
Generated models for trees and stones, and some bug fixes.It's been one hell of a year, so I'm taking a couple of weeks off. Have a nice holidays!Change log: Tree and small stone models are now gener
This is a small update before I start overhauling AI which I have mostly planned out already. I integrated "dear imgui" library and made log viewer / script console with it. It's quite good for quic
I'm sorry for the long wait this time, but here's the new update finally. Change log: Destructible buildings (the castle and guard towers). Guard tower is now customizable via script. Increased con
This update brings some optimizations and a new world type (mountains). The game now uses vertex shader textures, so I had to drop support for some old Radeon cards that don't support this feature.
A small patch to fix Windows 10 mouse issues: Fixed mouse issues in Windows 10 (using raw mouse input for looking in 3D now). Added mouse sensitivity slider in control options.
The main feature of this update is shading overhaul, which changes how light interacts with materials. It allows for glossy materials now, and thanks to rendering pipeline changes, I have place for e
I'm sorry for the long wait this time, but here's the new update finally. Change log: Destructible buildings (the castle and guard towers). Guard tower is now customizable via script. Increased con
This is a minor update, but it adds a new game mode, called "progression". It's going to be like the original Magic Carpet, a linear sequence of challenges without a story. It's just one world so far
I'm sorry for the long wait, but the update is finally here. This is a major rewrite of AI code, making mobs modular and customizable both for me and for the modders. You can script AI behaviors now.