I had taken a bit of a break from working on the lattice project, partially because I was focusing a lot on getting a story outline together with Andrea, and partially because my work at Gearbox after shipping Battleborn has become very busy. I finally had some time this week to work and I did a few things;
I've been spending a bunch of time on dialogue and quest systems before I sort of burned myself out; I felt "stuck" because the story was in flux but I was ready to implement the narrative part of the game. So, I've changed the way I'm working again, and now have a test world where gameplay can flow day-to-day without the need for active quests. the only drawback is the enemy spawn system will end up being built as a fixed thing connected to the day rather than using this method, but this will give me better control over the difficulty ramp.
Anyways, in doing this, I've sort of audited my core game mechanic systems and realized I'm just down to around 6-8 gameplay systems tasks (some minor like fixing weapon reloading and saving, some major like adding in flight) Once these things are done, I'll probably go back to polishing art (or creating it, in the case of many objects still). while Andrea and I made significant progress on the story, its still not as fleshed out as I'd like it to be in order to start solidifying the quests.
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I didn't like how the daily report screen looked so I made a new Inventory UI that is in 3d space.
I might even get rid of the inventory HUD, at least when the player is on foot (it would still be useful when in building mode.)
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I'm hesitant to say the game is systems complete considering there is no projectiles yet, so combat is mostly broken, and all of the other major systems are still having bugs or are missing non-critical features.
But, I am proud to say that the general game flow is working now. You can accept and finish quests (which can have conditions based on your city, inventory, or other completed quests), the days are added, and I've polished the dialogue system a bit. The building and movement system are basically doen with the exception of a few thing sI'd liek to add that should be simple, all of which is documented on the trello board right now.
There's still a long way to go for art and of course actually creating quest content from a general story idea into the game itself. But in terms of the game flow you can actually create quests the span multiple days now and the game flow is starting to take form.
Threw in a picture of the quest log. it doesn't look like much, but I think getting this system working was the biggest step towards a playable game I've made.
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Aims to be low profile , but has the option to see additional information.
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Added Dynamic Sunset/ Sunrise Matinee
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I'd like to show the dialogue system working as I put a lot more effort into that than this, but alas, it is mostly a bunch of placeholders that wouldn't be too interesting to show off (yet)
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Picture of the new skybox in night lighting
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Here is a better picture of new Lattice Platforms.
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The new Lattice roads now work. The following is now complete:
-Lattice Roads can detect adjacent buildings and add the total number of points to the economy from structures
-Lattice road lights will flicker if they are not connected to the core building.
-Lattice roads will only give points for buildings if they are connected tot he core.
-Lattice road guard rails will dynamically adjust to the shape of your outpost.
-A more final Lattice road Panel has been textured.
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The AI for the creatures in the game is not fully working, though the attacks have no projectiles and the buildings are still unable to receive damage. for the time being though, I think I am ready to move back to adding the rest of the placable buildings to the game, so that I can work on the overall flow and UI
On the other hand the humanoid enemies could use a lot of work still, but I think I will complete the player character movement before I revisit them. since they won't ever destroy buildings, they aren't as pivotal to the gameplay as the creatures are (though a part of the challenge arises from having more of them shooting at you)
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