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home pagenewsfaqcontact us beast master - development update 12 - procedural dungeons
Greetings all! This week we started to work on our new procedural dungeon system. In Beast Master, players will be able to enter dungeons from portals opened in random areas. Each dungeon will procedurally generated. Dungeon size, difficulty and the environment is going to be random. Also players strength will effect the calculation of the dungeon generator. We will make the necessary adjustments so that the system is always challenging.
The dungeon system calculates all possibilities such as the starting point, corridors, mini boss and the final boss rooms. Also there will be random treasure rooms which will reward the player with lots of loot and more.
The presentation video shows only the first stage of the system. We will continue work on it and make sure it will look much better and smooth. Thanks for reading. As always, we are looking forward to hear some ideas and feedback.
beast master - development update 11 - drop loot on death
Hello everyone, this week we added the loot drop system. Beast Master will have loot drop system like in Diablo II. Players will drop their body and the loot upon death. The player will have to go to the place where he/she died in order to get the items back. We believe that this mechanic will prevent players to take unnecessary risks and will add excitement for fear of losing all the loot. We will improve this feature over time according to the feedback from the players.
beast master - development update 10 - swarm mastery
Greetings to all! This week we had some fun with our AI system. Our system can handle up to 4000 agents which avoids each other and also calculates pathfinding to the destination. All these calculated multithreaded and uses the optimal cpu threads to increase maximum performance. Probably max supported agents will be lower on the release since lots of other gameplay related calculations will also be made by the processor. We will try to achieve optimal performance to make all systems work fine together. Thanks for watching and reading.
beast master - development update 9 - creature visuals
Greetings to all! This week we started to add our new creature visuals. Currently we do not have any 3D artists in our team. That’s why we are using these models from Unity’s asset store. Most of the creatures are in work in progress state. The base models, textures and the colors will change in the future updates.
As we mentioned before, Beast Master will have a territory system where different type of creature families will fight each other and attack their territories. There will be 4 type of factions. Each faction will have a leader (boss) which produces minions. These rulers also creates strategies to attack other bases and defend theirs.
beast master - development update 8 - new ragdoll system
Hello everyone! This week we added new ragdoll system. When player dies, the characters body will convert into ragdoll. This ragdoll body will contain players equipment. After respawn, the body needs to be claimed by the player to retrieve the dropped items.
beast master - development update 3 - breeding and combat improvements
On this weeks development update i focused on additional AI behaviors like improved combat decisions and pathfinding. Also i added a new feature which allows creatures to mating and reproduce. Each creature has a random timer to mate and also there is a slight chance to successfully give a birth to a baby.
We will focus on creating a dynamic environment. AI will have their own decisions to reproduce, create parties or packs, attack certain areas or groups, raid villages and more. The player will encounter random events while traveling on the map. Each encounter will be random and not pre-calculated. These events will be created by the AI decisions.
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