Around two weeks have passed since I submitted this game and have generated a bit of interest. So a sincere thank you to those who have taken the time to look. It truly has been a busy couple of weeks in the world of Alchemy it's like I've found some new born urgency to progress since the submission.
I have been focusing on honing my core functionality and lots of expanding and optimising. Not very exciting to showcase, but very exciting and necessary for the project itself.
If you have a chance vote for the concept on Steam Greenlight
Steamcommunity.com
Here is a short rundown of what I've been up to:
GUI Manager
A while back I created a GUI system for the Leadwerks Engine as currently there is no native solution and I decided to share this project with the community. I recently updated this GUI project and migrated the more efficient code into Mages Alchemy.
In the process of the Migration I managed to break a massive amount of functionality which set me back quite a bit, but it was worth it.
Effect Manager
As per the new screenshots together with Shadmar an Effect manager was created and a way of adding and managing post process effects was created. (Thanks Shadmar your work is always appreciated). This code is now publicly available for Leadwerks users.
Cut Scenes
Without a doubt the coolest thing done in this period. I created the basics of a cut scene manager a while back and in the last week I have really expanded on it's functionality. A large portion of my current work have been devoted to creating an intro cut scene and first quest completion cut scene.
Artwork
I did a lot of clean up of the library building ; a handful of static props, and zBrush Guild Elder Character Work.
Thank you for reading!