This week, we have more news on survival, some updates on the animation system we mentioned awhile back, and a new team member to introduce. Let’s dig in!
The last time we sat down for some Survival mode testing, we realized that workers were incredibly weak, and never reacted when a corruptron reached the castle and broke in. It was incredibly difficult to keep them alive, because Corruptrons would slaughter loads of them very easily. François has been putting some work into a system that will keep them alive a little longer. Paolo calls it ‘the Coward Patch’, which I think is incredibly funny and describes the system pretty well. The official name is the ‘Fleeing System’. When an enemy attacks one of your workers, he will threaten him. In response to that, the worker will start running away from him. It’s still a pretty simple response to the threat at this point, but eventually we would like to add some more depth into that system. For example, the Bricktron could react to the proximity of an enemy, and change it’s fleeing path according to the priority of the threat.
We haven’t really talked much about animation since we talked about the state machine system we decided to go with. But, I wanted to show you a little glimpse into the new animations we’re working on. There’s almost no chance that we’ll be able to implement these and the new system in time for the next release, but at least it gives you an idea. Also, take note that they are still in a very early stage, and still need a lot of work.
But, before that, I’m passing the keyboard to Ahmad, who has recently joined the team. Take it away, Ahmad!.
Hi I’m Ahmad, I graduated from Dawson College in the 3D animation and CGI program, where I’ve learnt all stages in production. I’m also a gamer, and my favorite game of the summer is The Last of Us. I also love to read and draw. I joined Sauropod Studio as an animator to work on their lively characters. I’m glad to be an addition to the team and am excited to dive into these characters’ animations.
If you’ve been to the forum recently, you’ve probably noticed the nice update it’s gotten. It includes a complete redesign, mobile support for your tablet and phone (yay, no more lag!), a complete new homepage that gathers all the dev blogs into one place, and the entire system was switched from Apache to Ngix, so we now have much faster loading times. There’s still a few little things that need fixing, but the overall result is very refreshing. Thank you Intradox for all your hard work! Visit the forums over at http://CastleStoryOnline.com !
Last week, we changed a few things in the website backend. Apparently, this caused an issue with the old password system. Some of you may be having issues logging into the website because of that. We have a temporary fix, but you’ll need to contact us at [email protected] so we can apply it.
Next weeks blog
So, the anniversary of the kickstarter is knocking at the door, and we’ve decided it would be a good moment to do a big recap of the whole year, with the highs and lows we’ve had during that time. So, next week’s blog will obviously be massive. We’ll also explain where we’re going, and what we’re aiming for next.
Bug of the week
The Bug of the Week is back! And with something that appeared with the animations we’re working on. It seems as though Slenderman has possessed Ahmad’s computer. Warning! It’s a bit creepy.
Soundtrack of the week
A new artist Paolo made me discover this week, Dexter Britain. You can download his playlist for free but I strongly suggest you donate :)
As always, Thanks for reading!
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