- Complete implementation of humanoid inventory and management.
- Added Complete OSI Armor Suit 1 in three pieces; Chest, Arms, Legs,
- Added VRTek Tactical Recon Suit 1 in one full-body piece (Individual parts to follow)
- Added social clothing options in several pieces, shoes, pants, jacket, gloves, belt, hat, even shades.
- Day/Night cycle now set by server (now it's actual day and night where everyone sees the same time of day!)
- Day/Night now calculates latitude and longitude based on your locational coordinates and positions suns, planets, stars, and moon cycles based on your location on the world itself! (the further from the equator you get, the shorter and longer your days and night become, as well as totally different atmospheric scattering of light colorization and intensities)
- Social animations now play across the network, so players can see you mocking them :P (list is still being generated as more are being added currently)
- Many new structures, houses, other buildings added (This will be covered more thoroughly in an upcoming devblog post)
- Player Housing and Cities Basics
Player Housing!
The first steps went in the week of the third and over the course of the last couple weeks we've drastically improved prefab-housing. To those unfamiliar with the project, there are two primary means of player housing and civic development (player cities) in Divergence.
- Design and construction of homes and structures out of parts, such as individual wall modules, doors, etc.
- Placement of whole-structures within the game world itself, AKA "Prefab Houses" those familiar with SWG will no-doubt recognize immediately. These structures can have anywhere from one to up to 20 individual rooms within them.
Our primary focus has been on first implementing prefab-houses since that is the less complicated of the two solutions and finalizing it paves the way for the first method of building via parts.
This system is now complete!
For testing, we've added several structures to the game and basically went around throwing them everywhere we could and then ripping them back down to see how the world reacts. Results are completely solid and reproducible!
So where does that leave crafting these things?
That's where we're focusing now. "Resource acquisition and implementation". In order to build the stuff, you first need to get the materials out of the ground by way of harvesters. No "node clicking" In our game!
Over the next several weeks we'll be implementing and refining a server-wide system of resource locations for common materials such as ores, organic and inorganics and so other materials that will, once ready, allow for the very first crafted objects in Divergence to finally be constructed.
In addition to resource acquisition, i'll be simultaneously furthering the development of our "parts" system; The one that everyone was so happy with during the prototype :)
ADDITIONAL to the additions, all new artwork showcasing new ships and even guns will be incoming in the very near future as they are completed, preparing all the different aspects to be completed in time to be included into the game at last.
I want to thank everyone who contributed to get us to this point. With your support we'll be able to continue this streak of progress straight on through to our last few "bare minimum" features including basic harvesting/crafting and basic combat!










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