#143: Augmentation screen

This week I worked on the augmentation system.

The main goal is to make a system that basicaly allows player to put certain items into certain slots. Puting item into a slot can cost some money / other resourcess.

I want this system to be reusable for different purposes too. Augmentations probably won’t be in the demo, but this system can be also used for things like home upgrades or maybe weapon upgrades.

Here is a WIP screen of the entire thing.

lkllk 1.png

As you can see, it clearly needs much more polish (and a better background since I stole this one from shadowrun). More next week.

 

 

#142: Mutations vs. Augmentations

This week I will talk about mutations and augmentations.

Simply put, both of them do similiar thing. They improve your character in some way but also give you some disadvantage.

Mutations are easy to obtain, but some of them are purely negative and some people really hate mutants. Mutations you receive are random most of the time, but there will be items giving you specific mutation.

Augmentations on the other hand are stronger and you know what you get beforehand. However, they are really expensive and rare.

So. If you are poorr, you will most likely seek out mutations. If you have plenty of money, you will most likely buy some augmentations since they are stronger.

#141: More kobold stuff

This week I spent some more time working on the kobold NPC.

I did some quick riging and added some very basic materials and lighting. I still have to add more detail to the model and add weapons and clothing, but so far everything is looking alright.

untitled01.png

Other than that, I did some more work on the mutatios and dialogue. More next week.

#140: More on backgrounds and something about kobolds

This week I focused mostly on the character backgrounds / interests. Selection screen is still ugly, but It is in full working order and implemented into the game. About 50% of all backgrounds give player the bonuses too. Now I only have to finish the harder ones that require more than just raising stats, giving skills or items.

I also implemented another weapon I modeled some time ago. Weak, but unique sword you can only get if you select the apropriate background at the start of the game.

SCR1

I This is the last melee weapon I modeled for the demo. I will be adding more of them into the game, but I have those already modeled. Only thing I “have” to work on now weapon wise are ranged weapons. These take more time than swords and hammers.

This picture shows you what weapons I have yet to add to the game.

gdgfgd.pngSome of those models are really old. The pump shotgun is the first weapon I ever modeled and it shows. So I will be redoing some of this models completely while some will just get a little facelift.

Another thing I am working on curently is the first NPC model.

untitled

This is obviously not finished. I need to work more on the hands since they look pretty bad right now and then I have to rig the whole thing and get the materials sorted. And I will habe to add some clothing and items to it too.

So. This is obviusly a kobold. Kobolds in Sinathir are a type of mutant. Basicaly, everything that is not human but has humanoid shape and is smaller than 5 feet is considered kobold.

There will be many species of kobolds. This is the obvious lizard species, but there will be rats, dogs, cats, pigs, birds,… Plenty of options.

They act like in most games. Cowardly and weak, but fast and dangerous in large numbers. These will be one of the weakes enemies / allies in the game. Still much stronger than you since even one kobold can kill even equiped player without problem at the start of the game.

Thats it for this week.