We’re all back in the office now, and dealing with crazy weather. We’ve had the temperature climbing all the way up to 40c, which is about 104 in Fahrenheit. As I’m writing this, we’re having a violent thunderstorm that could spawn a tornado. They’ll probably refresh the alert for it shortly. Hopefully it will cool things off though.
The two week vacation was a much needed respite from the usual insanity. Personally, I went to a cottage and just spent time relaxing, fishing, reading, and growing a beard. That sort of stuff.
But now, we’re already back on track. Not everyone was on vacation at the same time, so there was still a lot of work that got done while I was away. So, let’s get to it, shall we?
We’ve added a life bar to the Bricktrons. That way, we know how much life they have left. Eventually, this could lead to us adding some different animation behaviors based on how much health they have.
We also created a system for reviving Bricktrons. In the past, when they died they simply fell apart into some yellow crystals and their little yellow soul flying through the air. Now, if you collect these crystals and souls, you can revive them. We also implemented a mechanic to gather the enemy’s life force.
We added in a new action behaviors as well. We call it the REGROUP function. When used, it will tell all the worker Bricktrons to gather to the beacon it places.
A completely new menu was also created for the knights. This menu gives you access to two different types of defense: defending a position – The knight will stand his ground and hit all enemies that come close enough. For example, this would be useful for defending a door or a stairway. defending area – The knight will be allowed to move within a certain range to attack enemies that come close enough.
A beacon was also added to show where the Bricktrons are going.
A new material was also implemented, the Red Crystal. This crystal is intended to replace the blue crystal for explosions and the creation of torches. The blue crystal will be reserved for more ‘magical’ things later in the game.
And, along with that, torches have been added as a dynamic object. They can now be created and placed the same way you would create and place a stockpile or a door. There aren’t any gameplay mechanics associated with this new feature, but you’ll be able to add light sources to your castles now.
Germain has been working with the particle system of Unity3D, and now we can producse some really neat little animations like what you see below. We could use them when blocks fall on the ground, or when the stone stockpile is being filled. There are tons of possibilities.
We’re welcoming a new addition to the team, Pascale! She won’t be working on anything directly related to the game’s development, but she will still be incredibly valuable to the team. She’s here to lighten the administrative workload on our shoulders. We’ve had tons of paperwork that needed to be taken care of, and it’s started to build up. Her help has allowed François to put almost 100% of his attention back on the development of the game.
Fire at will
We recently realized that we left a bug in the current build of the game that our backers have. You can reproduce it like this:
select a Bricktron
select another Bricktron
Then press J
For everyone else, here’s a short video showing the bug in action:
The function was created before we added archers in, and we needed something to test the aiming system. Afterwards, we simply forgot to remove it.
Soundtrack of the week
During my vacation, I disconnected completely. No internet, and my laptop even broke while travelling. All I really had beyond that was a few books and my MP3 player. Fortunately, right before I left I ruined myself buying a bunch of digital albums. In the process, I rediscovered an artist that I wanted to share with all of you. Enjoy!
And, as always, thanks for reading.
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