Another week has passed; a lot of work has been done. We’ve spent a lot of time improving the look and the performance of Fictorum, as well as adding a few new fun features that we think you’ll love.
Chip has been hard at work replacing animations and meshes of our characters to get them out of purely placeholder status and at least up to an Alpha level. Here’s a taste of the Inquisition, Bandit, and Corrupted characters.
Chip and Greg did a lot of optimization and the game runs much smoother than it ever has.
More screenshots of the environment here:
AI also has been improved, which is going to make the game much more challenging.
Chip created a rough design of the final (possibly) ice spell for Alpha: Cone of Cold. He has also improved the frozen effects of spells on enemies, which has made ice spells feel much more deadly and destructive.
We’re thrilled to have won “Best Looking Project” at the November 2015 Seattle Unreal Engine 4 Meetup! I can’t wait to play around with the new Leap Motion we won!
Also, Leif has been putting the final touches on a new castle kit. We’re always thrilled with the brilliant art that he can produce.
We want to make sure that we can focus on the little touches of the world as well—Greg has finished with the procedural background mountains that will be placed in maps:
Next Week’s Goals:
It’s the week of Thanksgiving, but Chip and Greg still have a few things in development that they hope to show in the next update.
- Procedural Castle
- New environments for the game
- Improved spell effects
We hope you have a great Thanksgiving! Talk to you all next week.