A Lesson in More Money Than Time
fantasy ai new game
I never thought that I would get to this point, but I can't say that I'm surprised. Since I started working last year, I have been able to get a steady cash flow, which means that I can set some income aside for savings and for feeding my hobby. This has led to me buying assets that I normally would not have purchased (mostly graphical assets, but sometimes I do spring for robust coding solutions like this AI code package that I bought).
Obviously, this income requires a lot of my time, so I don't have the free hours I once had trying to hack together an AI system or a 3rd-person character system. And that's just coding! There's still all of the modeling and animating that has to be factored in (fortunately, thanks to old friend Mihunai I don't have to do that much 3D modeling. Hope to see you around the forums again someday!)
So, I thought I'd share a visual of my progress since my last entry. The bare, bare basics of the combat system are done, there's still a lot to be done though, including:
- New and accurate sound FX (the ones there came with the AI package)
- possibly altering the enemy's AI (right now it just looks a little awkward, though that may actually be due to the size of the monster. I have no issues shrinking certain Rahi to make things more smooth)
- Graphical indications that a character has been hit (e.g. sparks, color flash)
- A "death" (the Rahi's actually just disoriented ) sequence for the enemy. The player model already has a death sequence that isn't shown in this video.
- An actual HUD
- Other aesthetics that will come during the polishing stage of development.
Check out my website's home page to see all three of my videos and make your comparisons between the first two and this one I just made.
Next on my agenda, I plan to do much of the tasks that I listed above. Further down the road, I will start on the trap laying system or the NPC dialog system, whichever one is easiest. Thanks for reading!