It's been a little while since our last post, but trust us when I say we've been working hard on getting systems and designs implemented. We'd like to catch you up with what the Team has been working on since last year. We have successfully moved on from the Test Island, and now we are in full development within the full world, which is partially locked in with other parts still being molded.
Below is a summarized (and mostly random) list of things added to the game, ranging from small to larger initial implementations.
UI & Controls
- New resize-able chat window with filtering, notifications and break away tabs that can be snapped to other tab windows
- Added hover text to several UI elements
- UI windows now save/load positions
- Dropping mouse items onto inventory paperdoll will place in bags or equipment
- Dropping stackable items onto inventory paperdoll will attempt to stack with other items of the same type
- Added drag handles to several UI windows
- Last selected character is now used to default on character select screen
- Offscreen UI windows now move onscreen if UI scale changes
- Added new key bindings screen in options
- Revamped Casting Progress window
- Self targeting through the player window
- Added a new stance window with the ability to link stances to certain hotbar pages
- Added simple target cycling via hotkeys
General Systems & Mechanics
- Robust Scripting API! We now have the ability to customize player spells, as well as write content and quests with scripting for both spells and NPCs.
- Added zone volumes which support experience modifiers, and other features such as chat alerts when entering and exiting regions. More to come with this.
- Added notes and books
- Added pixel perfect targeting
- Many initial spell mechanics such as: Teleporting, Translocating, Sense NPC, Revive, Shrink/Grow, Invisibility, Charm, Run Speed
- Initial support for 'Area of Effect' spell types
- Initial work on the Warrior class has started including stances and abilities that categorize under stances
- Added /random command for players
- Added player place-able traps
- Added clickable items and item charges
- Added banking, both items and currency
- Added support for ladders with examples placed in Leont
- Added support for doors and teleporter pads with examples placed in Leont
- Added the concept of Stamina. Similar to Mana, this 'resource bar' will be important to how you play your character
- NPCs can now follow paths of various types - Circular, Patrol, etc..
- Added an AI system to load pseudo NPCs for testing purposes - initial test was with 30k NPCs!
- Added a new discord bot 'Cros Treewind' that communicates with the game servers that allow designers to quickly iterate content generation
Visuals
- Continued work to hone in on the fog, clipping planes, and the color of our world
- Added looting and sneaking animations to player character, with additional mechanics surrounding these states
- Added a 100% usable compass that acts as both a held item and visual UI element
- Added some new NPC models
- Added some new particle effects for both spells and the environments such as falling leaves
- Added a slew of new props and textures to look at throughout the world, with many more to come!
- Added color cycling to selected nametags
- Updated hair and helms for several models
- Hundreds of new 'textured voxels' mapped to the client & server, which serve to be the building blocks of our world
That's all for now, I'm sure I missed some but this is a general list of what we've been up to. In the coming weeks we hope to polish Leont and the surrounding areas even more and re-open our testing servers for continued progress and play sessions!
