Feb 28 2007, 3:58 pm
Turns out I'll be working at UPitt for another 6 months, which means I'll have another 6 months of free time on my hand to be working on my Core engine (and on Maeva as it becomes ready for it)
Since my last post, I've added "turf edges". This is a lot like what I did in BYOND Maeva, except instead of edge icons, they're edge meshes. I've done significant work setting up a "materials" system, again, just like BYOND Maeva, only with multi-texturing, I can do a lot more, and easier. I plan on setting up a system somewhat like IconMod with the 8 color regions.
I've begun work on setting up skeletal animation. The sphere in the screenshot above is attached to the "body" of the skeleton, and the arrow mesh is attached to the "head". The arrow is actually spinning around independently of the sphere. Like my recent BYOND Maeva, mobs in Core are (or at least have the potentially to be) made up of "parts". These parts have their own properties, and will eventually be able to accept equipment as well. My vision is to allow for very location-based effects, zombies being ripped apart and still crawling towards you with whatever they have left, breaking your legs from high falls, or taking a head shot.
The breaking you legs reminds me of another addition I made... variable gravity. Not very impressive by itself, but what IS impressive, is that whatever direction gravity is facing will determine the orientation of the world for that mob. Example: boots of antigravity, put them on and gravity for you is reversed, you now walk on the ceiling, and the world essentially is flipped upside-down from your perspective.
Just today I finished work on elasticity, yesterday I did some basic physics for collisions. Colliding objects now push each other around according to mass and velocity. They're also affected by elasticity as well now. I probably really didn't need to add that sort of detail to my physics system, but I figured it'd be fun when people start throwing all sorts of things around.
I did some work with walls as well, they now have all the appropriate meshes for the sides, tops, and bottoms. They can also be of varying sizes. Again, not very exciting by itself, but it adds a lot more possibilities for map making.
That's about it for now, at least of what I can remember.
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