I haven’t created a proper update in awhile so I decided to create a quick update to show how much and what progress has been done. I’m still aiming to release the alpha in summertime.
Online Co-Op
Players are able to play with each other over the internet using a method called UDP Hole Punching, this allows them to connect with each other without port forwarding if they have a moderate or an open NAT.
There is a multiplayer lobby that will list available sessions and you can join any of them or host one yourself and wait for someone to join, you can also set a password for your server if you don’t want to play with strangers.
Game Launcher
I also started working on a launcher for the game, this will make everything easier when it comes to downloading updates and switching between versions.
(this launcher and the design is still WIP, It’s not the final version)
Animation engine rewrite
I have spent the last few weeks experimenting and trying to find out the best way to handle player animations. I’m currently creating an animator for 2Volution that originally was planned to only be used for the player but it’s extremely flexible and I’m going to use it for every NPC & Monster in the game also.
All the animations will be written and read in JSON so the animation files will be readable and editable for the players, the format also allows me to create animations with pretty much any complexity and also lets me create very complex collision shapes, this will be very useful for creating bosses.
After this is complete I can finally implement many things to combat that were impossible to add before.
WIP animator design: (CROS pls fix image scaling k)
Previous animator: http://bit.ly/1AYBY8P
There are a lot of new things in the combat engine which I will be showing in the next update once the new animation framework is implemented, I’ll leave you with a sneakpeak to the new ability selection.
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