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Exanima map lvl 1
Exanima map lvl 1








exanima map lvl 1

The workflow is very fast, but the weapons look highly detailed and as if they were each carefully hand crafted. We are focusing on very realistic designs for overworld / arena content. This week we focused on warhammers and maces, and we already have thousands of possible variations of each, and a lot of the work we're doing translates directly into other weapon types, such as various polearms and axes. So now that it's all working we're back to mass producing new weapons. This isn't the only quality improvement we made this week, and things really do look amazing now. We did run into an old quality issue that was much more noticeable now that everything looks so crisp, but with a bit of clever maths and some changes to our tools we got everything looking flawless. The WIP system that highlighted some quality issues with our approach to rendering has now been fully replaced with the new systems we've developed. If we had stuck to our original plans it would have been finished long agoĬurrent scope for Exanima is 8 times bigger and will be much more richly featuredįinally everything for the new procedural weapons is in place and working correctly. If you see our original plans for XA and what they are now.Įxanima was supposed to have 8 smallish levels, using only 2-3 different tilesets, no arena, no terrain features or anything and all sorts So now we're gradually using it more and more as a platform to thoroughly develop various aspects of the game XA has become a much more complex and complete game than it was supposed to be In simpler words I mean is that a lot of things that we initially thought "this will be good enough" is no longer good enough after hearing endless feedback and hopes and dreams of the community and generally raising the quality and polish of everything in the game Generally implementing things for the broader scope and world-building of SG rather than just what's required in XA or right now We're having to redo a lot of things, the game has grown a lot more ambitious and refined, a lot of accepted limitations are no longer considered acceptable etc.Ī lot of the work I've been doing recently is AI, role system and tools, and most of that is geared towards what's required for SG but it influences lots of things we do besides Therefore, it is pretty much filled with spoilers, since any and all secrets, items, chests, trap-esque/special enemies, exits, even the items themselves are booked into that map to the best of my abilities.Well, a lot of current development is targeted more towards SG than XA really. "I decided to map down of exanimas dungeon, up from the walls right down to the items inside that place. Lilac/Light Purple: Switches, buttons, etc.ĭo what you wish with this map if you want I can also bring out a version without the markings. Yellow: Keys, either lying on the ground, in chests or on enemies, depending on whats nearby. Also shows secret doors if there are any. Green: Containers in general, may be empty, may be full, I dunno.ĭark Red/Dark purple: Doors (Purple means locked). Orange: One specific type of trap involving fire.īlue: Notable items lying around the room. Red: Enemies that are almost guaranteed to be in that room/place. So keep that in mind when looking at this map. Of course, I can guarantee that I have missed one thing here and there, be it a container or a good item. This is a pragmatic map, for others to make up the best route to the places they wish to go to in the case they dont care about exploring or have already taken a look at everything. Therefore, it is pretty much filled with spoilers, since any and all secrets, items, chests, trap-esque/special enemies, exits, even the items themselves are booked into that map to the best of my abilities. I decided to map down of exanimas dungeon, up from the walls right down to the items inside that place.










Exanima map lvl 1