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Exanima map lvl 1
Exanima map lvl 1







exanima map lvl 1
  1. Exanima map lvl 1 update#
  2. Exanima map lvl 1 free#

Exanima map lvl 1 update#

There are some important general improvements, and we can remove sections of flesh to reveal bones, organs and other yucky stuff.Īs part of our character procedural generation update we're working on new decomposed body graphics to improve the look of undead. This is about improving our dead body decomposition and damage system, primarily to enhance the look of the undead. We do have a small teaser of some work we've been doing with the procedural systems for characters. By the end of this week we should have covered the important ones, and we should be able to show you what the new weapons will finally look like. We're still expanding and perfecting our library of procedural materials. The workflow is very fast, but the weapons look highly detailed and as if they were each carefully hand crafted. We are focusing on very realistic designs for overworld / arena content. This week we focused on warhammers and maces, and we already have thousands of possible variations of each, and a lot of the work we're doing translates directly into other weapon types, such as various polearms and axes. So now that it's all working we're back to mass producing new weapons. This isn't the only quality improvement we made this week, and things really do look amazing now. We did run into an old quality issue that was much more noticeable now that everything looks so crisp, but with a bit of clever maths and some changes to our tools we got everything looking flawless. The WIP system that highlighted some quality issues with our approach to rendering has now been fully replaced with the new systems we've developed. If we had stuck to our original plans it would have been finished long agoĬurrent scope for Exanima is 8 times bigger and will be much more richly featuredįinally everything for the new procedural weapons is in place and working correctly. If you see our original plans for XA and what they are now.Įxanima was supposed to have 8 smallish levels, using only 2-3 different tilesets, no arena, no terrain features or anything and all sorts So now we're gradually using it more and more as a platform to thoroughly develop various aspects of the game XA has become a much more complex and complete game than it was supposed to be

exanima map lvl 1

In simpler words I mean is that a lot of things that we initially thought "this will be good enough" is no longer good enough after hearing endless feedback and hopes and dreams of the community and generally raising the quality and polish of everything in the game Generally implementing things for the broader scope and world-building of SG rather than just what's required in XA or right now We're having to redo a lot of things, the game has grown a lot more ambitious and refined, a lot of accepted limitations are no longer considered acceptable etc.Ī lot of the work I've been doing recently is AI, role system and tools, and most of that is geared towards what's required for SG but it influences lots of things we do besides P.S.Well, a lot of current development is targeted more towards SG than XA really. if you don't want to spoil enemy encounters, click the "ENEMIES" filter to hide them).

Exanima map lvl 1 free#

in Level 1 I tried to mark out some useful places to find starter equipment that I haven't bothered to mark in later levels, as it's not much use then).īut in general, I've tried to mark out everything that might be interesting or useful for players - like all of the Healing Jar spawns, keys, compasses, unique weapons & places where you can find lore items (for those trying to decipher the plot line)Īnd you're free to toggle on/off the categories of items you want to see (e.g. On it you'll find valuables and not-so-valuables (e.g. It contains (almost) all maps linked together on one big world map - with transition lines to link the individual maps together.









Exanima map lvl 1