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I don't feel screen space reflects are necessary anymore, The water effect I have with secular and normal mapped looks good to me. However its just a post processing affect that can be added at a later date.
--Distributed AI.
As the AI is adjusting from a 60Hz rate to 20Hz to coincide with the network protocol It provides significant savings without having to distribute parts of it to clients. The intention was to use the client to decide where AI can best spawn and then let the server do the actual spawning.
Although some work on rag doll has already been done, I am now postponing this until after launch.
4 Player LAN protocol is working well and in its final test stage, This is the last big hurdle left in development. Everything else is just content + stuff I have done before that needs working through.
Like this? It will be another game, I just bought the paid version because I found the game interesting, will there be another game Warlocks 3? this game
It has potential tomorrow I will play a lot because I found it very similar to Minecraft, I found this game by chance here on steam and it was free and when I played it I was surprised it was well executed, you should publicize the game more more people need to know the game.
Good job bro
Will there be constructions and procedural world like the other? This is the essence of the game in Minecraft style
Putting in some development stuff and following indie developers will give your game engagement.
I will create a video today of the game and put it on my channel to try to help.
Network testing continues to go well. world syncing doesn't seem to put too much strain on the engine. I am also quite happy with the smoothness of the character interpolation.
Main character rendering with various armour options and animations now done.
Adventure parser is integrated into the codebase with just content to develop. The perks system can now be either via spending XP or finding a relevant NPC to either trade or do missions to acquire the same skill. For example a farmer can teach you how to identify various rare plants/seeds allowing you to find them whilst looting, Or you can spend experience points to do the same. Spending points is now much more expensive as they have other better more valuable uses.
It is currently planned for the game to release FOC on day one with various Charged DLC's that are not required to play or finish the game and are more for developer support. I am also planning a reward system for players who support my other games ( although I am unsure at present if this is allowed via stream ).
Anyway, naming the game is getting close, so creating the steam page and preparing for beta testing isn't too far off.
Its a content grind at the moment, Just adding new stuff, testing and bug fixing.
I am 90% settled on the name so the stream page isn't far off.
I have decided to Redo some of the threading to improve performance on lower powered machines.
Continuing the content grind. Game is named and steam app is being prepared. Not to far away from starting a beta test.