This week consisted of preparing for the combat system that is now in development! New and larger trees, and an improvement to how mobs look in-game are a few other things that we'll be talking about in today's weekly update.
Combat System Preparations
Before we get started working on combat there are a few things that needed to be done first. Getting the player character ready and refining movement and how the camera works, looks, and feels is one thing I've been working on (and still currently working on).
Another important thing is mapping out the details on how the combat system will work, which is something I'd like to have you guys be a part of! So I'll be starting a new channel in our Discord server where we can discuss possible combat features.
I believe having the community involved in these design decisions will help create a healthy end product at release. If you're not currently in the Discord server, I'd love to have you here so I can hear your input! I have an invite to the server at the bottom of this post.
New Oak & Pine Trees
Video showcasing the larger oak trees.
Towards the end of last week I got started on making some larger trees, these trees are now finished!
Currently there are only large oak and pine trees, in the future I plan on adding different types of trees, but I think this is okay for now.
Larger pine trees!
Ambient Occlusion for Voxel Models
The voxel models used for the player character and mobs didn't use any AO (the shading you see at the edges) when imported in-game. Now they do!
Before & after of the new ambient occlusion.
Next Week Preview
Next week I plan on adding basic combat features such as a damage system, how attacking works, an improved vitals system (a basic vitals system is already developed), how death works, and combat-related stats. So stay tuned!
If you have any questions or comments, let me know! I'd love to hear from you guys. You can email me at email@example.com, or by dropping a comment wherever you saw the link to this blog post! (twitter, reddit, discord, etc.)