battle

March Update

Hey guys,

So, as we move our focus to the battle systems in order to finish the groundwork there, this has meant bringing our newest devs up to speed. As talented as they are, they’re still new to Unity, and newer still to the advanced systems Crimson has built within it. So, understandably, almost all of the work recently has been learning and teaching. Lots of it. I can’t understate the effort I’ve seen everyone putting in to learn and/or teach these systems. I’ve been trying as well, but my basic understanding of programming only takes me so far.

Under construction currently is an API for how characters access their attributes. Specifically, allowing the game to elect how and what components to create. For example, if a particular character doesn’t need to engage in battle, then there’s no need to provide them with health or weapons, allowing more characters to be created using less memory. This also ties loosely with plans much further down the line for the generation of NPC’s.

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February Update

Hey guys,

January turned into quite the busy month. Most of my time has been spent briefing our new dev and making sure everyone stays up to date and connected with each other, as well as ensuring everything in the design documentation is clear (and being there to clarify when it isn’t). AnonDev also brought their friend along and they’ve proven extremely useful. With new team members and a lot of Unity-teaching going on recently, there’s been a large focus on the Director (as this is the module AnonDev and Friend are tasked with currently). Since we’ve set up our own private development chat server there has been a lot of work and learningĀ happening.

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